I know the theory behind it and the benefits it does and all but… yesterday I was thinking if I do less damage than the healer and the other two DPS do more damage… isn’t that as the same as having 3 DPS?
What makes it broken? I can’t find a good source on YouTube. I’m kinda new to this Aug stuff, I got back to the game in S3.
Having an Aug is currently worth more than having 1 “average” dps. Just like having a demonology warlock is better than having a Spriest right now, it’s just a question of numbers.
I’m probably not going to do this great but.
You give people a chunky main stat buff at times. If you do it when people pop their CD’s its amplified.
They also help group survivability, give the healer mana etc.
Yeah this is what I thought too but I keep hearing everywhere that is “broken” … broken how?
I can’t even do a totem alone in Atal Dazar without a babysitter… let alone being broken in something
And if a DPS dies then the fight is pretty much done because I can’t do much about it
The reason it’s considered broken is because almost every single group at the highest key levels (25-30+) has one augmentation. Doesn’t mean though that it’s broken in a +9. Augmentation has killed the desire of a lot of dps players to play the game, because in higher keys they compete now for only 2 spots out of 5 despite forming the vast majority of the playerbase
That is the whole idea. And on top of it buffing the tank and healer and survivability.
Niche scenario where the group need to adjust.
To my knowledge it is for a number of reasons, some stemming from the spec while others from the race itself.
Just from what I personally know they give a big boost of main stat to the entire group pretty often, give their group absorb shield, an extra absorb for the tank, on top of being loaded with CC abilities from their toolkit (atleast 1 knock up ability, a knockback, and they may have access to an AoE stun).
They have a group-wide damage reduction on demand against magic damage.
They are the only class who can dispel bleeds on a minute cooldown.
They have an enrage dispel, and the only class who can AoE dispel enrage. I think the cooldown of it is quite big in exchange however.
They have a buff they can give to the healer which can give them 3% damage and healing increase on to of it giving back some mana. I am not sure if this is used in dungeons however.
They have access to Bloodlust.
They have a built in cheat death.
I think one of their buff gives the group versatility as well. It is mainly all the additional utility, on top of the boost to healers and tanks, that make them really stand out.
Augmentum is S Tier in higher lvls.
On lower key-lvls nothing a Aug brings is necessary and people also dont play good enough to make use out of it anyway.
It all depends where you wanna play. High or low M+.
If you want to climb as high as you can go for it… if you wanna stay below 15 I would not recomment playing aug.
Yeah that’s what I’m trying. So far I can get to 21s and looking to push more. I just didn’t get what makes it so broken as I can’t find anything outstanding other than me doing less DPS than healer (and nobody flames me for that which is a perk in pugs).
I guess yeah it’s all the toolkits that brings which are really good.
High-keys are not capped by DPS checks atm, but to your groups ability to survive.
Buffing your healer and tank increases this severly + all the other utility you provide, while not being a real dps lose thanks to the buffs they provide, is why they are so broken and cant really be balanced.
Always do the totems by matching DPS with the lowest DPS in the group (obviously discounting the tank and healer), it’s always possible for higher DPS players to do less by skipping a global here and there, then go all out after the totems are down.
Alternatively, if you have a strong ranged, have them stand in the middle and cover all the totems.
The key is timed loosely enough for this one fight taking longer to not be an issue.
Besides simply providing more damage than many specs, it also gives the group a lot of survivability (Blistering Scales, Chrono Ward) and utility (Time Spiral, Rescue, Zephyr) which are harder to quantify.
They don’t do less dmg. Details has been updated now to show their proper dps. An augvoker will have a bright coloured bar and then a slightly greyed out one behind it. That grey one is their actual dps.
They give tanks a shield that gives armour and dmges attackers, healers a mana/heal buff, dps a buff to their primary stat and also a crit buff, they also have a shield pop up to absorb dmg for all party members.
Basically you put your primary stat buff on people then cast spells to extend the duration on it.
Yeah I recently noticed it too which makes me above tanks but still the augmented DPS will have still the full DPS overall, meaning that (and this is scary)… if we would balance it out Aug Evok could be top DPS
now I see why it is broken.
Plus your basically rorced to play aug if you want to do keys past a certain level
Not necessarily… it is convenient tho.
It shines in an organised group but in pugs it’s a hit and miss. If one DPS dies the fight will drags on for ages as Aug is strong when everyone is alive.
Shifting sands providing near constant Vers to the other dps and ebon might buffing healer output are the two main reasons it’s considered exceptionally good in higher keys, not to mention the number of AoE stops you have. Not being able to do a totem on your own means nothing because people should be capable of swapping around as needed, also usually it’s tank + heal + aug on 1, then DPS on 1 each.
This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.