State of Augmentation in Rated Arena

Intro - Hello, I wanted to take sometime to give my thoughts on Augmentation Evoker in Rated Arena PvP, and wanted to emphasize some minor quality of life changes that could dramatically improve our rotation in PvP without outright “Buffing” the specs. We know that Augmentation Evoker participation is at all time lows, with a steep drop off this season. I think these quality of life changes will help everyone enjoy playing this specialization more. My Credentials, I have been playing Augmentation since it was first introduced to PTR. I have 4 max level Evokers, 2 of which I got 2640 rating in 3v3 arena on. I was also the #1 Highest Rated Solo Shuffler in NA on my Augmentation Evoker I’m posting on.

Recommended Quality of Life Changes:

- Extend the duration of the new Tier 4 Set Trembling Earth Buff from 15 seconds to 30 seconds in PvP. The major problem here is that Prescience has an 11-12 second cooldown, and the Fissures from the 4 set only last for 15 seconds. This creates a 3-4 second gap where refreshing prescience becomes #1 most important, or you lose all your damage from your previous prescience stacks. With the amount of crowd control (And Micro Crowd Control) in the game, this is very easy to CC off the Fissures buff (Whether intentional or not by the enemy player). Extending the duration of the Fissures 4 set buff to 25-30 seconds would help remedy this (Our rotation/setup would feel dramatically less button bloated), and would still encourage us to refresh Prescience for the crit buff.

- Shifting some personal damage out of Ebon Might and back into our baseline damage. Right now, Ebon Might gives Augs 33% increased personal damage. This is a HUGE disparity, and makes our damage globals and essence expenditures outside of Ebon Might pretty worthless. I think shifting 18% of this damage into our baseline damage, and nerfing Ebon Might to a 15% damage increase from 33%, would help bolster up our “Lows / Valleys in damage” in a non-game breaking fashion, because Augmentation has little to no pressure outside of Ebon Might. I think a disparity this large can cause problems in the present and especially future, and would be a great think to look over. To reiterate, this would could keep our damage with Ebon Might up exactly the same as now, it would not increase our burst.

- Increasing all Evoker’s range of spells to 30 Yards. Hear me out here, this is strictly to keep consistency across the 3 Evoker specs. I must say, it feels quite awkward that Preservation has a 30 yard range, but Augmentation and Devastation have a 25 yard range. This makes spec swapping a little strange to adapt to, and it feels weird to see Preservation using Disintegrate and living flame at a further range than the DPS specs. Preservation is relatively weak compared to other healers at the moment, because they have no damage mitigation / reduction CDs, and have to be on top of their teammates vulnerable to crowd control to output healing. I believe this 5 yard boost to 30 yard range would add consistency across the specs, and be a very positive change especially in the future like The War Within Xpac.

TL;DR – We spend way too much time refreshing Prescience strictly for the Fissure stacks from the Amirdrassil 4 set bonus which expire quickly and easily (because of prescience has a 11-12 second CD, and the fissures only last 15 seconds, on top of disruptions like CC, interrupts, and magic immunities like grounding totem), then you are likely to run out of Ebon Might damage for 10-15 seconds which feels incredibly punishing, because we then lose 33% personal damage which is greater than the damage of the previously expired Fissures.

Extending the duration of the Trembling Earth Fissures buff to 25-30 seconds I believe is a beautiful remedy for this, that will not modify the value of Augmentation’s burst output.

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Mmm. What’s your take on tier sets in pvp in general?

I’m not a big pvper and I certainly don’t have credentials like yours. However, I feel that tier sets are balanced (at least, the intent seems to be) around pve. From what I’ve seen, tier sets create a big imbalance between classes in pvp depending on whether they are good in that season with pvp builds. I wonder whether, rather than trying to balance set bonuses for pvp, it might be better just deactivating them in pvp altogether?

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This is a good question that could certainly have massive implications heading into the War Within expansion. Personally, I like seasonal set bonuses, as they typically add a small unique flavor / niche to our favorite specs, they help to keep things fresh, and help underperformers from previous seasons.

With that said, the PvP and PvE Tier Set dilemma is interesting. I almost think they need to make a separate PvP Tier Set, from PvE Tier Set (Could do this based on the base piece upgraded at the tier upgrading machine). They could treat this just like trinkets (PvP Trinkets have an additional 2 set in PvP Combat and PvE Trinkets are reduced in PvP Combat).

That way Set Bonuses can be adjusted more independently, if one is overperforming in one side of the game and underperforming on the other end.

TL:DR - I like Set Bonuses for an additional seasonal flavor for everyone, but I believe this system could be better by making a PvP Tier Set with separate bonuses from the PvE Tier Set (PvE Tier Set could be stronger, but reduced effectiveness in Instanced PvP).

I forgot the name of the guy but there’s that Aug Evoked who’s 2700 last season and he didn’t run prescience. What are your thoughts on that?

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I could see how this would have been fine last season, because all prescience did last season was its base function of directing where EM goes. With a long range on EM and no other benefit from prescience besides a little dmg from the crit and fate mirror, it probably wasn’t totally necessary.

Now that it’s intrinsic to our set bonus but also our damage, I can’t imagine not running presc would be an option, but I’m not big into evoker PVP so I’m sure OP has more concise thoughts on that.

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Okay that makes sense.
As Aug I only hit above 1700 without running prescience but that’s probably because I don’t have the 4-set bonus (just came back since mid SL) so I didn’t realize how crucial that is to running prescience for this season.

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Yeah to be fair like I said, I’m not sure on the pvp side but I do know that the 4pc is a lot of my personal dam in dungos so I’m only assuming it’s a lot of the damage in arenas too.

Could very well be off base.

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Didn’t run prescience this season or last season? I highly recommend prescience currently, as it makes a dramatic difference during our burst windows to have the fissures available. Just the duration is so low, and a cooldown on prescience similar to the duration, it creates these short 3-4 second windows that you have to refresh prescience, or lose all the fissure damage from your previous 2x prescience uses. The fissure damage is really only relevant at 3 stacks or more from using it tons this season.

As for last season, I never used prescience, was only 3% crit much of the season with 1 charge, felt like an empty global with little to no value compared to other ways to spend the global. This new 4 set mechanic is cool and more flavorful than “15% empower damage in pvp” like last season, but i just feel the short duration makes it feel flawed and creates a button bloated rotation in PvP where there is tons of crowd control that can deny the refresh of fissures.

Yeah Prescience is pretty much mandatory in PvP. Our fissure eruptions are the highlight of our burst rotation now, even out damaging a normal upheaval. The fissures keep our ebon might burst pressure relevant, there is just a steep decline in damage output after that.

Side Note: I feel the Augmentation Talent Tree is EXTREMELY well done. Legit bravo dev team, best/most competitive talent tree options I ever seen playing WoW since 2005. Prescience (pre set-bonus) was hard to take because there are tons of good competitive options, but I feel like every single point used is well spent on the Augmentation tree and makes for multiple strong builds. Some mandatory core talents of course, but the bottom half of the tree creates tons of strong and interesting choices.

You’re pretty spot on here, even if its not one of my top damage sources on details after an arena match, the extra consolidated damage off the eruption cast is very much felt and adds a fun flavor to the spec. Our burst pressure would feel pretty irrelevant without it currently

Good to know, thanks.

I have been playing with the idea of getting some games in since I have some solid pvpers in guild including a top 10 (think he’s #8 iirc) resto druid I can ride to victory, but the initial gate of having to get gear with vers on it is killing my motivation, lol.

I would love to see a shift in the damage profile. Idealy you want to use empowers during ebon might windows anyway but outside of those windows we are just spamming living flames and its kinda lack luster. And personally I just hate Prescience lol. I don’t really enjoy the aspect of the setup having to place it on my entire team before any sort of damage can go out. It creates very predictable patterns of damage and becomes easy to counter with CC.

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Totally agree, I think if all abilities were buffed by 18%, but personal damage from Ebon Might was nerfed from 33% to 15% (To offset the buff and make Ebon Might burst damage exactly the same) this would still encourage us to hold empower spells for the Ebon Might 15% damage increase + empower spells are the biggest time extender on Ebon Might. But like you said, this would help us feel less last lackluster outside of Ebon Might. For now I feel I’m better off support healing and pressing prescience, because my offensive pressure without Ebon Might active feels like a non factor.

I personally did too pre new Fissure 4 Set. It actually feels really good now but is lacking one small thing (I’ll get into that again below).

I personally don’t mind placing prescience on my teammates, but I am using this button more for the fissures than I am the 6% crit. Both together help justify this spell even being on the global cooldown, because pre-fissure 4 set, it felt like the most meaningless empty global. Now hoarding damage with this mechanic feels good with ebon might.

The Problem is like you said, its easy to counter with CC. With Prescience and the Fissures, Prescience has an 11-12 second cooldown, and Fissures last 15 seconds. This creates a 3-4 second window where Prescience is off cooldown, but you only have 3 to 4 seconds to refresh your previous 2 prescience’s worth of fissures. Failure to do so in that 3-4 second window means all your previous prescience presses were worthless. This is where I feel the quality of life change is much needed. Increase fissure duration from 15 seconds to 25-30 seconds, and I feel that this allows us to properly utilize the fissures without easily being countered by a plethora of instant cc that clears all of our previous build-up.

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I’m also curious if anyone else (Especially Evoker mains that play all 3 specs like myself) feel this way about the inconsistency in range across Preservation and both DPS Specs?

Yeah 30 would be so great honestly 25 feels bad, like is how a healer (Pres)gunna be outranging me with disintegrate?

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disintegrate as pres is still only 25 so idk what you 2 are on about

I’ll double check to see if this is the case then it’s even more awkward because I know Living Flame for Preservation has been 30 yards. To have one offensive spell be 30 yards and the other 25 yards makes for very odd design.

Living flame is 30 yards for pres because of its function as a healing spell. Disintegrate and azure strike are damage only and are 25.

As a newer player in Augment Evoker, could someone please teach me how to handle a full caster lobby featuring an arcane mage, demon warlock, and druid? I find it challenging as my ranged attacks struggle to reach them, and my damage output is significantly lower. Additionally, the arena is filled with warlock demons, rendering my Eruption ability ineffective. Despite attempting to use walls and deal damage, I still end up defeated. I’m seeking guidance on how to secure victory in such a lobby.

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Aug feels good in full melee lobbies, but struggles in full caster lobbies, IMO. It’s funny how it went from being S tier one season to bottom of the barrel the very next.

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