Why does Firestorm suck?

That is, I think the devoker tree works relatively well, I would particularly like one more skill to add rotation (preferably with a cooldown between 15~35s.

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Yeah let’s hope that they improve firestorm, move it to the middle, and create a situation where there are single target builds for both blue and red running down the sides.

That way you can choose to ignore FS and get more single target by going down the sides, if the fight doesn’t need extra aoe.

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I’m very excited about what might come, our class tree dates back to before the creation of the augment, perhaps some things they have could be added to the class tree.
well, it’s good to play as an evoker, a new class, there are so many directions and paths for the class, new ideas that would be difficult to fit into other classes.

I’ve actually been working with Charged Blast for Mythic Tindral prog and it’s pretty spicy. Still not enough room to go down the left side for Firestorm though and even if we could, the fact that it is an AoE with a duration, sortof like Rain of Fire, the only chance it can do anything is if you went so far down to give up all of your boss damage to buff your one set of Pyres with Firestorm when the roots came out. Even then it will fall behind on boss damage by a mile.

I think the only way Firestorm can exist is if it is made something free for Ruby Adept, where it can function without completely neutering Disintegrate in the process because if we lose our single target it becomes a niche parsing on trash build and nothing more.

Firestorm’s problem mostly comes with the fact that we’re losing out on other very important talents for Evoker damage just for a cool red blizzard with additional neat things for the talent after. Devo’s talent tree only has one good direction and the attempt to make it better in 10.1 only made it better than its previous iteration but not as a whole.

Disintegration is a channeled spell that counts for roughly 40% of your damage on bosses and maybe in general when in cleave situations. Catalyst is a talent that pushes Distinegrate to an insane degree that it might as well just be baseline. Even then Firestorm may still not be worth taking since you would have to path into the LF talent that either makes it a bore to cast (Engulfing Blaze) or demanding just for mediocre value (Ruby Embers).

I wanna be optimistic about Scalecommander hero talents but I’m worried it’s all going to boil down to, “You can move slowly while casting Disintegrate now” and won’t do anything to give Devastation any flavor besides heavy reliance on a channeled spell.

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Heavier* It’s already almost our whole world.

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Not sure if this is something that would happen since it would flip to eruption for aug, and aug probably wouldn’t care about talents like that since they already have relatively higher uptime on cast movement. Scalecommander will probably be a bit empower related.

Evokers are half baked, that’s really the entire thread summed up. Not bad, but incredibly half baked and underwhelming.

Explain how they’re half baked, besides the obvious part where I assume you’re going to complain about 25 yd range. Having a dead section of a talent tree is not unique to evoker in the least, and this thread is about one of three specs either way.

They just could have been more. Anything more. The themes are there, but the substance isn’t. This is a personal opinion, but Augmentation really did feel like a cop-out instead of expanding on Devastation or giving some sort of Void specialization like Sarkareth.

I’ve played Dev since pre-patch and literally nothing has changed since then. Nothing. Literally nothing.

People can still enjoy it, I still do, but to say it’s not half baked or lazily designed is just straight up lying.

Uhhhhh what dude? There’s been a ton of change to dev since pre patch… 10.1 was big improvements, several mastery nerfs, and S2 tier also gave a little rotational nuance.

You can feel however you want about the spec, but that statement is just completely false lol.

None of the specs feel half baked, they all have performed well. I’d love to hear your examples of “lazy design” though. Your only point so far is that you’re void spec fantasy didn’t play out, which says any the actual design of dev, lol.

Changing numbers doesn’t mean fixing anything. Just because something hits harder or more often doesn’t actually change a single thing about the core gameplay.

You can feel however you want, but number go up does not equal a change in fundamental gameplay. But you do you, eat all the crap you want I suppose.

The talent trees literally changed–significantly. The core gameplay literally changed due to those talent changes. Clipping (largely) went away and the gameplay loop inside DR changed.

Are you just trolling, or did you actually just not pay attention?

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Moving things around for the same end goal doesn’t change anything except the path to get there. The results still feel the exact same.

WoW players will really just eat up anything and go ‘nope, we’re good here, we’ve had enough changes because i’m happy with it’ despite more than enough people routinely saying the class is underwhelming and half baked. Because it is.

At this point I don’t even care to argue with you anymore. Be happy if you want, but don’t come out and say the class is changed ‘significantly’ or ‘drastically’ or whatever term you want to use because it’s not. You do the same thing exactly as you did in the pre-patch, to get to the same end nodes on the tree. The path changed, the gameplay didn’t.

Zzzzz snore. Come back when you actually get a grip.

It’s incredible how you’re saying this so definitively when you’re wrong.

Ignorance is bliss, I guess. :v:

True. S1 Dev (Disintegrate-clipping for super-long Dragonrages) played completely different from S2 Dev (Delayed Empowers for Obsidian Shard buff uptime) which played differently from S3 Dev (Iridescence and Laser Beam Forever).

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Nah dude, you heard him.

Plays exactly the same as it did in pre patch🫠