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First Impressions of Augmentation Evoker - A Healer Perspective
PTR
2023/05/15 시간 20:16
에
Voulk
에 의해 작성됨
The 3rd Evoker specialization Augmentation has finally arrived with the first build of the 10.1.5 PTR. We asked our Evoker guide writers for a hands-on first impression of Augmentation to really break down what this new support DPS class has to offer and how it differs from Devastation and Preservation.
Next up, our Preservation guide writer Voulk examines Augmentation and what a Support role could potentially mean for WoW.
The rumors were true, the brand new class picks up a brand new spec and it's a
bold
game changer. We'll discuss further down the page what this means for the game at large but this is an incredibly interesting new direction for the game to go in. The spec as it currently exists on the PTR is very strong but there's plenty of time for fine tuning. When they announced Augmentation I was curious as to whether it would be 80% of a DPS with support capabilities or more of a 50/50 split. So far it appears to be heavily in the support corner with a ton of your power coming from your teammates.
Introduction to Key Spells & Mechanics
As an Augmentation Evoker you'll spend most of your rotation putting up group buffs and then trying to extend them for as long as possible.
Here are some of the key buff puzzle pieces:
칠흑의 힘
: Your primary buff. Hits 4 players and can be extended even to 100% uptime.
흐르는 모래
: A passive and big Versatility buff to 2 targets whenever you cast an empower spell.
분출
: Your only Essence spender. Extends
칠흑의 힘
and deals AoE damage.
지각 변동
: Empowered spell that extends
칠흑의 힘
and deals AoE damage.
불의 숨결
: Empower spell that extends
칠흑의 힘
and deals AoE damage + an AoE DoT. Available to all Evokers.
예지
: A 3% crit buff on an ally. Can put on multiple people at once. Also duplicates 15% of their damage / healing 20% of the time via Fate Mirror.
끓어오르는 비늘
: An armor buff on one target that also deals a ton of damage when they're hit.
You also bring a ton of nice non-damage focused utility like:
시간 수호물
: Turns your major DPS cooldown into a giga 4 person shield for their entire health bar. If you have a few Augmentation Evokers through your raid then this is a Spirit Shell level raid cooldown on a very low cooldown. Almost definitely
way
too strong as-is.
공간의 역설
: Finally you can give your Preservation Evoker a proper range, even if only temporarily. Your Disc Priest might also love you for giving them the ability to move during their ramp.
무궁
: Finally you can give your Devastation Evoker proper threat management.
검은 조율
/
청동 조율
: A max health and movement speed toggle that isn't on the GCD. When combined with Aspect's Favor both of these buffs become massive.
And the list goes on! There's also
공생의 꽃
,
가능성의 티끌
,
불지옥의 축복
,
웨이른석 부여
and all of Evokers regular utility like
시간의 와류
,
미풍
,
청동용군단의 축복
and more. The Augmentation spec tree is filled to the brim with utility to the point where it can be tough to find many personal damage increases.
A Simple Rotation
The first shot I'll take toward the spec is that its rotation is very simple. It'll look a little something like this (this isn't perfectly optimized):
Cast
칠흑의 힘
to buff 4 allies. It can never go on more than four at a time.
Press Empowered spells as they come off cooldown for
칠흑의 힘
extension and damage.
Press
분출
if you have Essence available and
살아있는 불꽃
/
하늘빛 일격
if not.
You're basically playing a slightly easier version of the Devastation rotation but without some of the flair. You run out of your big buttons quite quickly and spend quite a lot of your rotation casting filler. We don't need every spec to be ultra complex, but Augmentation is maybe a little too simple right now. There's a chance that they feel being a support spec is already sufficient complexity but as we'll discuss below, Augmentations DPS-support abilities feel very passive. There's maybe room to expand the gameplay loop a little bit, or maybe to include more core support abilities that require active use like
예지
.
The Feel
Augmentation is an incredibly interesting spec, but it doesn't necessarily feel that way when you're playing it. Your two key buffs (
칠흑의 힘
and
흐르는 모래
) are both passive and with even semi-good play you're able to keep
칠흑의 힘
up 100% of the time. You're bringing an immense amount of power to the group, but you can't really tell until you look at the damage meters. There aren't many big moments when you feel like you're letting the group pull off something awesome - instead you're just passively bumping up everyones numbers. You'll be in huge demand because you're numerically powerful, but that's not very gameplay centric or dynamic.
The 100% uptime on
칠흑의 힘
also means that the skill expression of the spec might end up quite low. When you're undergeared and fighting to keep up the buff the spec feels great, but you start to lose that as you gear up since your biggest value to the group gets ticked off by default and and rotational mistakes are of little consequence. It is the PTR and maybe the 100% uptime isn't intentional, but in my opinion the uptime should be much lower so that the core gameplay of the spec sticks around. Getting a few lucky
정수 폭발
s and keeping up
칠흑의 힘
just
long enough to get another Empower off for a longer extension is really fun - getting 100% uptime for free is much less so. There's a ton of potential in this gameplay loop with a bit of typical PTR refinement. Positioning wise it might be a bit awkward to keep your best DPS close to you but there also probably isn't a better way to do such an effect.
Unrivalled Utility
While the damage-focused buttons are mostly passive increases with high uptime, the non-damage buttons are quite a bit more interesting. The two Draconic Attunements are particularly good in dungeons where you can effectively use them as auto-defensives for your entire group, or a very big movement speed increase. Your runs back from group wipes will never feel better.
웨이른석 부여
The way this works is that you use it on an ally and it gives you
both
a reusable Weyrnstone item in your bag. You can use that at any time to immediately port to your linked ally. It has a 2 minute cooldown, but it's independent for each of you. You won't find a use for this on every fight but it's extremely nice to have.
시간 수호물
The strongest of them is
시간 수호물
. This is a massive shield on your
칠흑의 힘
targets that rivals Shadowland's Spirit Shell - particularly on AoE fights. There doesn't appear to be a practical cap on this which means with a few Augmentation Evokers in raid this might be the most powerful raid cooldown in the game. This is all on an extremely low 1.5 minute cooldown (lower once you include your cooldown reduction talents). The absorbs lasts for a long time so you won't have any problem spending it all. It'll probably end up with a cap before it goes live.
The Support Role
World of Warcraft has run a typical holy trinity of DPS, healers and tanks for 20 years. We've had support-type effects in the game since Vanilla but they've becomes much more common in the last few years. This patch alone we have Spore Tender, Rainsong, Rashok's Molten Heart and more in addition to class abilities like
마력 주입
, and
사계의 축복
. Augmentation breaks the support game wide open. The amount of power you (mostly passively) bring to 4 people around you is absurd and from a personal DPS perspective it splits players into two competitive categories: those with an Augmentation Evoker and those without.
"Game One vs Game Two"
Blizzard are familiar with this problem and they've referred to it as "game one vs game two" in the past. Game one is the one they design to be a fun and challenging experience. Game two is maximizing your own performance for the purpose of parses and rankings outside of the game. They've made it quite clear that they design for Game one primarily. WoW is a very team based game, but people still care a lot about their own performances. Game two does exist for a lot of people and while it shouldn't subdue game design this aspect is very important to some.
There is a potential counter to this if Blizzard are able to provide the tools to assign power provided by the buffs back to the casting Evoker and they did mention
something
in this area in their introduction post. The buffs are fairly straightforward here and so it is a potential solution. Intellect, versatility and flat damage buffs are quite easy to math out with accuracy with the crit buff being a little more challenging. It'll feel a bit weird to have
칠흑의 힘
assigned but not the near impossible to calculate
마력 주입
but it's still likely to be a step worth taking and might reduce a ton of the tension the spec could otherwise introduce.
Some Closing Thoughts
There are some other issues that might be worth taking a closer look at closer to the spec going live like what this means for Devastation if Augmentation brings more damage to the group, and what group compositions might look like in Mythic+ with a new role - healers might find their role threatened once again. These are both so tuning dependent that they're worth keeping in mind as the PTR progresses.
Augmentation Evoker might change the way WoW is played and could lead to more support-type specs in future. I'm curious to see both how they are integrated into existing tools, and how they end up fitting into the community. At current tuning this is an incredibly powerful spec that both Mythic+ and raid groups would love to have.
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