BIG Evoker Changes! Analyzing Patch 11.1 for Devastation & Augmentation Evoker – World of Warcraft



Patch 11.1 updates are coming fast with the Evoker changes. In this video we wrap up all the changes! OPEN FOR MORE INFO↧↧↧

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Check out @Kesslive’s latest video for more analysis on Augmentation Evoker:
https://www.youtube.com/watch?v=hodQ2LnDSn8

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11 thoughts on “BIG Evoker Changes! Analyzing Patch 11.1 for Devastation & Augmentation Evoker – World of Warcraft”

  1. They updated the tooltip for Vigor to "Casting Shattering Star Grants Essense Burst" from "Shattering Star Grants Essense Burst". So it's likely that the tierset won't trigger Vigor? They didn't have to change the wording on the tooltip right?

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  2. I wish they would let dev sit in a position where it's a consistent top performer in raid and B tier for m+, kind of like DF. The utility is great, the damage (after the recent buffs) is great, the current attention feels nice but they should make ALL (spec and class tree) 2 talent points 1 point. And combine the 2 essence burst talents, put essence burst as the first talent and make pyre+dense energy baseline. Fixing these things would put the spec on par with how most others are now (i feel like an outlaw in early DF) and also free up points to make Flameshaper viable and possibly maybe allow SC to take volatility.

    They need to not lock scorching embers behind font of magic and make firestorm MUCH better. They are adding so many versions of spells to different classes where an aoe follows the target or can be placed at the target's location. Where are these kinds of changes for firestorm? Also dragonrage does not need to take up 3 points. If they want talents to modify it then maybe a talent that puts it on a shorter duration, 1 min cooldown and only allows 2 extensions. Right now it lasts 38sec and I think the option to split that into 2 charges would be perfect for m+ to combat the issue of having a little too much power concentrated into it. They did this for boomy recently and it feels amazing tbh.

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  3. Personally, I'm extremely excited for these changes: I'm someone who leans a little more into liking Flameshaper myself and the changes look really good and solve a lot of the gameplay complaints I had about it (mostly the Engulf/Fire Breath synergy), and Scalecommander looks like it's going to still be just as good if not better than in Season 1. Hoarded Power was also removed for the new Azure Celerity talent and I feel like HP was probably a bandaid that needed to be ripped off for a number of reasons.

    Super looking forward to testing these changes out and see how it feels!

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  4. I don't know what it is about Dev, but it really feels like it hits a ceiling of how much damage it can do. Last expansion, it felt like in AOE, it would just soar with more enemies, but now with Scalecommander wanting us to press Mass Disintegrate in AOE (unless I've just being doing that wrong this whole time lol), it feels like it really cuts me off at the knees as to how many pyres I can pump out and to me leaves AOE pulls bigger than 5 feeling like I just peeter out once I hit a this threshold. DF, loved huge pulls, like AA tree boss room, now it doesn't feel great.

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  5. They mentioned haste was to affect engulf, not essence. Also flameshaper got a nerf to its talents for dev. The 20% boosted flamebreath is being made a choice node with the boosted essence spender damage instead of being able to have both. In return they add a mandatory flamebreath 20% duration nerf, which has anti-synergy with the flamebreath devastation talents that want higher uptime. Maybe the buff to engulf's cooldown will offset this.

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