Well since we are in beta now I am gonna give feedback on the issues that I consider the most pressing for Devastation Evoker. You can consider these issues in either category to be in descending order, meaning the first one is the most pressing one
Lets start with the gameplay related issues:
Dragonrage
The Problems:
Animosity has been uncapped in a certain sense and it is not a good thing. Animosity now has a cap of 4 extensions for Fire Breath and unlimited Extensions for Eternity Surge. This results in us being able to get a very solid 90s uptime on Dragonrage. This has 2 issues:
- In Dungeons below the +20 mark you are never gonna get full value out of your only cooldown without some majorly degenerate chain pulls.
- In Raid you are fine as long as you can just focus on dealing damage. If you need to play any mechanic that forces downtime onto you, you are going to drop of a cliff damage wise.
Both of these are severely punishing for players which are good enough to care about it but not good enough to optimize it to a perfect degree.
My suggestion:
Either re-implement the Animosity cap to limit Dragonrage to a reasonable duration of a maximum of 40s or do away with the extension gameplay entirely, as it is becoming increasingly obvious that it is causing more problems than its worth
Apex
As I already stated in my alpha feedback post: The apex is basically a carbon copy of the DF S3 tier set and as such we know exactly what its pitfalls are.
The problems:
Problem 1: The initial ramp is way to long.
- In Dungeons below +15, all mobs will be dead before you even reach maximum stacks.
- In Raids you are screwed because Bloodlust is gone before you reach maximum stacks
Either way you are boned.
Problem 2: The post-Dragonrage Essence Burst generation is a good idea in theory but in practice suffers in a few ways
- In Dungeons you are most likely getting the benefit when the pull is done and as such its entirely pointless and will most likely not be played
- In Raid its fine if Dragonrage had a reasonable duration.
My suggestions:
The ramp needs to top out at 15s maximum. Anything more will feel majorly bad. The post-Dragonrage talent would benefit majorly from being paused if you are out of combat. that way it will start having any benefit in Dungeons.
Pyre
Its still a bit early to say but I am very much not a fan of the 3 Essence Cost pyre as it feels very awkward to use with the 5 Essence we usually have.
For this there are 2 solutions imo:
- Just go back to 2 Essence Pyre. It’s worked well this far and will most likely continue working well.
- Make Power Nexus baseline so we always have 6 Essence. The talent is basically a quality of life choice anyway and is one of the talents that should honestly be reworked anyway.
- As suggested else where you could also swap Lay Waste and Power Nexus
Now lets continue with the bugged and bad interactions that are currently hindering the flow of the rotation or are just in general exhibiting some major missed potential
Catalyze and Consume Flame
Everything described below was last tested on 2025-11-15T16:30:00Z.
In theory Catalyze increases tick speed by 100% while Disintegrate is active and Consume Flame “consumes” a fixed duration of Fire Breath with every tick of Disintegrate.
It doesn’t take a genius to notice that this has the potential for an extremely interesting interaction.
The prefered interaction would be this:
Consume Flame directly benefits from the doubled tick speed and consumes its standard duration, but gets double the damage because of the doubled tick speed.
This also seems like it was intended to be implemented like that but something broke on the way to production.
Currently the interaction looks like this:
The first time Disintegrate triggers Consume Flame it gets the benefit like described above but after that Catalyze stops working until the Fire Breath has run out. Additionally this somehow halves Pyre’s Consume Flame damage ???
I think that this is a bug and I hope that it gets fixed and then works like described above. This would make for some amazing flavor for Flameshaper which is currently a bit aimless and overly bland.
Twin Flame
Currently Twin Flame is a beacon of missed potential. It could have been a Living Flame instead and it would have been infinitely more interesting while also offering either spec some much needed synergy with the Living Flame related talents. Instead we are left with a spell that someone forgot to flag as being a fire spell (its physical rn) that refuses to interact with either pres or dev in any meaningful manner.
My suggestion:
Make it a proc that fires a living flame (that bounces twice with the talent), reminiscent of the shattering star proc we had in TWW S2, and inherits all synergies by our talents.
Unravel
The current implementation of Unravel causes it to deal its damage on Fire Breath cast if the target has a shield.
If the shield is applied after you cast Fire Breath you are out of luck.
The effect of Unravel was also reduced to a third of its old effect which I assume is because it now theoritically could apply to multiple targets ?
In reality this hardly ever applies as shield mobs are isolated occurances so we are just left with less damage on largely the same frequency but without the gcd tax.
My suggestion:
Please spread the effect of Unravel over the full duration of Fire Breath or at least make it retroactively apply the damage if the shield appears when Fire Breath is active on the target. Also please increase the damage as the current state is just not worth taking like ever.
Everything else can most likely be brought in line with some light tuning but I really hope that all of the above gets addressed in one way or another.