Hello there! I’m Gurke, a ranged DPS for Method.
Throughout this guide, we’ll go through the strengths and weaknesses of the class, rotation, gearing choices and just about everything else you need to know to top the meters of any raid or guild you join. And you’ll do so in style: By literally hovering around your opponents, spitting fire, shooting laserbeams out of your mouth and, just in case you’d ever get bored, even rescue your teammates!
Shout-out to Tokaine for laying the groundwork of the Lizard Wizard guide in 10.0! If you’re interested in other Evoker specs make sure to check out his Augmentation Evoker Guide!
Highly Mobile - Evoker is probably one of, if not the most mobile ranged class in the game. Through the use of our ability Hover, we can cast almost all of our abilities while moving. The only abilities we cannot cast while moving are our 2 empowered abilities, Fire Breath and Eternity Surge.
Unique Mastery - Evokers have an interesting mastery called Giantkiller, meaning we do more damage to enemies based on their current health. The higher the health, the more damage we deal. This makes Evokers exceptionally strong at the start of a fight and excellent at handling new targets, an example being a high-priority add that just spawned and needs to die fast; an example of this would be the Dutiful Attendant in Castle Nathria.
Large Utility Toolkit - Evokers have a variety of abilities to provide assistance to your allies. This can be done through off-healing, debuff removal, and unique positioning abilities such as Rescue to help your allies out of a tough situation. Additionally, we also bring the raid buff Blessing of the Bronze, which reduces the cooldown of major movement abilities for all party and raid members by 15%.
Squishy - Evoker is weak in the defensive department compared to other ranged DPS classes. We only have 1 real defensive, which is Obsidian Scales. Besides that, we also have the ability Renewing Blaze, which is like a much weaker version of the old mage spell Rewind Time. Compare this to something like a warlock; we might struggle to survive in certain situations at the end game. Standing in a one-shot mechanic is not something we can expect to survive - we’ll have to make use of our superb mobility instead.
Lower Casting Range - Evoker only has a 25-yard casting range; this puts it in a weird position where we have to almost stand between the ranged camp and melee camp, as most casters have a 35-40 yard casting range.
What has changed
Devastation Evoker Changes in Patch 10.2
Going into patch 10.2 Devastation is getting some buffs to defensive Talents, changes to it’s mastery and an interesting new tierset with a stacking buff. We can expect to dish out very competitive damage.
All of our coming changes (not finalized, subject to change!)
- Mastery: Giantkiller reduced by 25%. For example at level 70, 180 Mastery rating now grants 1.5% Mastery (was 2%). In addition, damage no longer falls off once the target reaches 30% health.
- All damage increased by 8%.
- Disintegrate damage increased by 15%.
- Inherent Resistance reduces magic damage taken by 4/8% (was 2/4%).
- Attuned to the Dream increases healing done and healing received by 3/6% (was 2/4%).