Augmentation Evoker Guide for The War Within
Welcome to our comprehensive guide on the Augmentation Evoker changes in World of Warcraft's latest expansion, The War Within. This page is intended to help you navigate the new changes and help you know what to expect from Augmentation Evoker in the War Within.
In this guide, you will find detailed breakdowns of the new Hero Talent Trees for Augmentation Evoker. We will explore the most significant updates to the spec, and offer insights into how these changes will impact your overall gameplay. Whether you are an experienced Augmentation Evoker or new to the spec, this page will be useful in knowing what to expect come launch in late August.
Augmentation Evoker: The War Within Expansion Preview
Welcome to our War Within expansion guide for Augmentation Evoker. Ahead of launch, this page will contain everything you need to know about the Augmentation Evoker spec in the forthcoming The War Within expansion, including changes, Hero Talent Trees, and some light predictions on the state of the spec going into the expansion.
This page is a constantly evolving work in progress, with regular changes expected as updates hit the War Within Beta. This is not meant to be a launch guide for Augmentation Evoker, but instead serves as a resource for you to keep up to date with how the spec is evolving on Beta, and what you can expect from its playstyle and feel on launch.
The War Within Changes for Augmentation Evoker
Core Changes
Augmentation Evoker has received several notable changes to talents and base kit for The War Within with hopefully further changes, which could dramatically alter the contents of this page, so check back!
Starting Level Change
Evokers now start at level 10 instead of level 58.
Sense Power
Sense Power is a new togglable passive ability for Augmentation
Evoker. When toggled on
Sense Power will show an indicator
buff on allied player frames when they have cooldowns active.
Additionally to the toggle-able buff Prescience will now prioritize
players that have
Sense Power (e.g. their Cooldowns up) over other
players. This is both a boon and a curse due to how Augmentation Evoker plays
in Raids vs Dungeons.
In Dungeons, the Sense Power buff is convenient to be able to
track when other members in your group are doing damage without having to use
other addons or Weakauras, and because your goal is to have as close to 100%
uptime on the DPS as possible, it does not matter if the auto-targeting
changes which DPS gets the buff - both will have it regardless.
However, while playing optimally in raids, you often cast your
Presciences up to 20s in advance of when you want to buff that player
because your other buffs prioritize each other in a chain
(
Shifting Sands prefers
Ebon Might, which prefers
Prescience). A player with cooldowns active now is not likely to have
cooldowns active in 20 seconds, making that target a poor choice for the
Prescience. On average, this is likely to be a worse target than a
random one, making this a DPS loss in raiding.
Systems Changes
The War Within has major implications for all specs thanks to the Hero Talent Tree system, new tier sets, and the natural reduction in secondary stats when entering a new expansion.
Augmentation Evoker gets to choose between the Chronowarden and Scalecommander Hero Talent Trees. In sections below, we will talk more deeply about the implications of these Hero Talent Trees for the spec, and some thoughts on what looks strong and weak ahead of launch.
Talent Changes
Augmentation Evoker have had a lot of talents move or be added in both the specialization and class trees. The talent changes and their impacts will be discussed below.
Talents Summary
- A lot of talents changed places, although it did not result in much change as all of the standout talents from Dragonflight are still taken. For more indepth information about each change check below.
Spatial Paradox is now 3 minutes and is a choice node in the Class Tree with
Time Spiral.
Prescience,
Fate Mirror and
Momentum Shift were moved into the middle, which makes utility points tighter to grab.
Arcane Reach was added to help with range but the additional damage nodes shifted into the middle make it harder to pick this up in all content without dropping something important like
Chrono Ward or
Imposing Presence.
- The new damage nodes added in the bottom section primarily boost Personal
Damage or Augmentations
Breath of Eons window by giving you more resources.
- Sadly, the new
Motes of Possibility remains lackluster and unlikely to be played.
Class Tree
Spatial Paradox had its cooldown changed from 2 minutes to 3 minutes and was moved from the Augmentation Evoker tree into the Class Tree as a choice node with
Time Spiral.
This change is both good and bad for Augmentation.Spatial Paradox being moved out of the Specialisation tree frees up a talent point there at the cost of another point in the Class tree. With the changes done to other talents, the value of Specialisation talents has increased, so this change is a nice positive.
However, Augmentation has lost the ability to bring bothTime Spiral and
Spatial Paradox to an encounter which was very strong.
Finally, since the other Evoker Specialisations can now bringSpatial Paradox to a raid the individual value of an Augmentation Evoker has decreased slightly as this was a very common reason people played it before, even if the class was not tuned as highly as Devastation.
Renewing Blaze and
Source of Magic (and their upgrade nodes below them) have swapped places. Overall, this does not change much as you always used to talent both anyway, but in scenarios where you do not need
Source of Magic you can save three points now by dropping
Source of Magic,
Potent Mana and
Panacea.
Panacea had its healing halved but it now triggers on both
Verdant Embrace and
Emerald Blossom instead of just
Emerald Blossom. This is a minor change that does not really change much for Augmentation.
Overawe now only reduces the cooldown of
Oppressing Roar by 30 seconds instead of 20 seconds per debuff dispelled. This is a nerf primarily aimed at keys since Evokers made Raging weeks significantly easier.
Landslide now only roots for 15 seconds instead of 30 seconds. All mass roots had their duration reduced in The War Within.
Specialisation Tree
Draconic Attunements now provides 2% increased maximum health instead of 4% and
Aspects' Favor increases the maximum health provided by 1% per point instead of 2%. This is a fairly significant nerf to Augmentation Evokers utility as this health provided was extremely noticeable in high end raiding and Mythic+. As a result of this change it is likely that default builds no longer talent into
Aspects' Favor as the rest of the changes Augmentation received already made points tighter and this gives us points back to take
Chrono Ward or other utility. We expect the
Aspects' Favor to be a more situational talent choice going forwards.
Echoing Strike now also provides 15% increased Azure Strike damage in addition to its previous effect of making
Azure Strike have a chance to echo. This is a nice buff to this talent, and it might see play for Scalecommander Augmentation Evokers. Chronowarden will still have to play
Pupil of Alexstrasza because of its synergy with
Chrono Flame.
Geomancy has been removed with
Timelessness taking its place.
Geomancy being removed is not a loss, as the talent was not very powerful nor used. The new location for
Timelessness makes it a bit easier to take as you must take one of
Stretch Time,
Timelessness or
Bestow Weyrnstone to get
Prescience.
Seismic Slam was made into a single point for the full 4-second stun and moved to where
Timelessness was. This being a single-point may make this see some fringe use as an AOE stun in some content, although unlikely because it still requires the midair to get stunned, and not all monsters can be knocked up. Typically, if you need to stop a cast then the knock up alone is sufficient.
Power Nexus was moved to where
Seismic Slam used to be. This change is good because it means we can now avoid talenting this node.
Power Nexus is incredibly weak and contributes what can only be described as a rounding error worth of DPS.
Arcane Reach was added where
Power Nexus used to be. This new talent increases the range of your beneficial abilities (e.g. your buffs) by 5 yds. This talent is a very nice piece of QoL that can help ease some of the issues Augmentation has on some raid encounters where players are forced to spread out. Unfortunately, because there are more DPS talents in the tree now, there are fewer spare utility points going around, and you have to sacrifice something else to get this talent.
Prescience was moved to where
Spatial Paradox used to be. This change is a big DPS increase as it frees up a point in the bottom 3 rows for another DPS increasing talent.
Fate Mirror was moved into a new space below
Presciences new location. This is another big DPS increase as it frees up another point in the bottom 3 rows.
Anachronism has been moved to where
Prescience used to be. You still always take this talent, so nothing has changed here.
Inferno's Blessing has been moved to the location where
Anachronism used to be at. This does not affect any talent viability by being moved, and this is still a potent choice.
Font of Magic was moved into a new space below
Accretion. This talent was a slight DPS increase before but will no longer be taken due to competing with significantly stronger talents in the bottom three rows.
Momentum Shift was moved to where
Font of Magic used to be.
Momentum Shift is significantly better than
Font of Magic so this is another dps increase.
Reactive Hide was buffed to 15% per stack from 10%. This talent is still too weak compared to other talents in the bottom 3 rows because Blistering Scales baseline is not very powerful and this talent only being useful in environments where the stacks rarely drop off.
Accretion was moved to where
Momentum Shift used to be. This talent and
Hoarded Power (one of the nodes leading to
Accretion) are still always taken so this movement does not change anything.
Motes of Possibility and moved to where
Accretion used to be and was reworked.
Eruption now has a 15% chance to summon a mote. The mote now provides a random buff - providing either
Shifting Sands,
Inferno's Blessing or
Symbiotic Bloom. The ball spawned will travel towards a nearby player so they can no longer get stuck in monsters out of reach, which is a great change.
Despite the changes to this talent, it is still terrible because it has a low chance to proc and the chance to receive a valuable buff (Shifting Sands) is low due to the very weak buffs (
Symbiotic Bloom and
Inferno's Blessing) polluting the buff pool.
Inferno's Blessing is weak because it is tuned around receiving five of them per
Fire Breath cast not a single buff. Hypothetically, if you received a single
Inferno's Blessing per cast of
Eruption this would only be approximately a 10% increase to
Eruptions damage.
Overall, this means there is a very low chance you get anything useful each time this procs, which is why it still remains a do not pick talent.Overlord now also spawns a
Motes of Possibility orb when it creates an
Eruption. This is a small buff to the talent that helps improve the power a little. However, because it is placed behind
Motes of Possibility on the tree, it will not see any play until
Motes of Possibility is buffed at a minimum.
Rumbling Earth is a new talent that causes
Upheaval to repeat itself two times at half damage at its original location. These repeats do not trigger
Shifting Sands nor extend
Ebon Might but they do trigger Chronowardens
Primacy on each hit, letting it cap on Single Target. This talent is where
Motes of Possibility used to be and is incredibly strong and feels very satisfying to use as the
Upheaval repeating provides very visceral feedback to the damage. This node doubles the damage of
Upheaval making it do a significant portion of your damage, especially on AoE. This node is likely going to be always taken.
Molten Embers is a new talent in the spot where
Fate Mirror used to be.
Molten Embers causes enemies to take 20% more damage from your Black Spells (
Upheaval,
Eruption and,
Bombardments) while affected by
Fire Breath. With all the damage boosts to
Upheaval and
Eruption from the tierset and the talent tree this talent also ends up being a pretty decent DPS gain.
With this talent, we will only use R1Fire Breath to have as high uptime on the dot as possible and use
Tip the Scales on
Upheaval only.
Imminent Destruction reduces the essence cost by 1 and increases the damage by 10% of
Eruption for 12 seconds after you land from
Breath of Eons. This talent synergizes well with both Hero Talent trees by leaning into a stronger cooldown window by buffing
Breath of Eons to do more things with each cast.
Hero Talent Trees for Augmentation Evoker in The War Within
Chronowarden Hero Talents for Augmentation Evoker
The Chronowarden Hero Tree Talents are primarily based around improving the
power of your cooldowns, focusing more on the longer cooldowns, while
providing a replacement filler to Living Flame with
Chrono Flame.
Gameplay-wise, this is mostly a passive kit with everything happening from
doing your normal rotation. The haste from Temporal Burst and
Primacy help to make gameplay feel smoother despite the lower
secondary stats we have in the first season of The War Within. The only talent
that needs playing around is
Golden Opportunity procs to make sure you
cast the
Prescience on the correct player, similar to how the S3/S4
Dragonflight 2pc works.
Double-time passively boosts the value of
Critical Strike chance for Augmentation but can feel bad due to it being a
single roll of an incredibly impactful effect for each cast making it very
swingy.
Power-wise, this is powerful all-round Hero Talent Tree that leaves very
little weaknesses. This tree doubles down on what Augmentation Evoker by
making its two minute Breath of Eons window even stronger with
Temporal Burst,
Threads of Fate and
Time Convergence
while also improving the filler rotation between by buffing both Empowers with
Afterimage and
Upheaval with
Reverberations and
Primacy.
Double-time is also very powerful instead of
Time Convergence with some Critical Strike Chance investment and
makes it a very good stat.
Defensively, this tree is quite powerful due to Temporality giving
Augmentation Evoker a strong defensive on a low cooldown. Due to the extremely
short duration and decaying damage reduction, this requires precise timing and
is best suited to mitigate large big hits, like those that are often present
in high-level Mythic+ or Raiding.
Scalecommander Hero Talents for Augmentation Evoker
The Scalecommander Hero Tree Talents are primarily based around improving the
power of your cooldowns, focusing more on the shorter cooldowns.
Scalecommander primarily revolves around Empower spells and the keystone node
Mass Eruption and the
Bombardments talent as well as boosting
Breath of Eons.
Gameplay-wise, this is slightly more involved than Chronowarden because it
changes your rotation slightly. Bombardments makes you want to space
out your Empowers by a few GCDs to get a higher uptime on the debuff and if
you are fighting AOE, you can get enough CDR to cast
Breath of Eons
every minute instead of every two.
Power-wise, this tree is relatively well balanced with Bombardments
being primarily focused on single-target damage because it deals split damage
but
Wingleader and
Maneuverability favour AoE and help sure
up the power for M+.
Defensively, this tree is quite strong with Hardened Scales providing
an additive 5% DR to
Obsidian Scales making it a 35% DR and getting
10% reduced area damage taken while hovering from
Nimble Flyer.
Augmentation Evoker Tier Set in The War Within
Below are the Tier Set Bonuses for Augmentation Evoker in The War Within. After the wording of the bonus, you will find a brief note/commentary that is italicized.
-
Evoker Augmentation Season 1 2pc —
Upheaval deals 30% increased damage and increases the damage of your next 2
Eruption casts by 30%. This is a boost to Augmentation Evokers Personal DPS by improving the value of each
Upheaval cast.
-
Evoker Augmentation Season 1 4pc —
Ebon Might increases primary stats by an additional 0.4% of your own every 2 seconds it remains active, up to 2.0% This means
Ebon Might ramps up over 10 seconds from 6.5% of your primary stat to 8.5%. Recasting resets this bonus.
Both set bonuses are completely passive and are not expected to have any gameplay impact.
How Good is the Augmentation Evoker Tier Bonus in The War Within?
The 2pc bonus is fairly weak, but with all of the supporting talents from the
Hero Trees and the new nodes on the Talent Tree this adds up to a somewhat
sizeable amount of damage. The predicted DPS value of this bonus is around
~3-3.5% on Single Target, as a very rough estimate. This will be more on
AoE because Upheaval is stronger there.
The 4pc bonus is much stronger with Ebon Might being the largest
proportion of your damage dealt in The War Within. The predicted DPS value
of this set bonus will be around 6-7% at most. This set bonus has issues
due to the ramping nature of it and it resetting with each recast. Due to that
and how you ideally swap buffs around in Raid, this is likely to be stronger
in Mythic+ where it will be around its maximum of 7%, while raids will be
closer to the lower estimate of 6%.
The total expected value of the Tier Set is around 10-11%. This is weaker than the Dragonflight Season 3/4 that Augmentation currently uses but is still quite powerful.
Augmentation Evoker Strengths and Weaknesses
Higher Personal Damage Output (~40% to Dragonflights ~30-35%).
Stronger Cooldown Windows.
High Uptime on Ebon Might without needing to rely on stats.
Better on Demand Defensive options to make the class feel tankier.
Opportunity to talent into better Stat Scaling with Chronowardens Double-Time.
New Defensives are Short Duration and use charges of your Movement Ability making them harder to use well.
Less available Secondary Stats weakens buffs as we cannot get big Shifting Sands buffs.
Raid buff planning is harder due to not having consistently 3+ Prescience Buffs.
Changelog
- 19 Jul. 2024: Updated for The War Within Prepatch.
- 15 Jul. 2024: Update comment for Motes of Possibility.
- 17 Jun. 2024: Page added.
More Evoker Guides
Guides from Other Classes
This guide has been written by Saeldur, an Evoker Theorycrafter since the class came out in Dragonflight. He is an accomplished high end player with top parses on multiple specs, an Expert on the Evoker Discord, and has a deep understanding of many other classes, and how they interact with Augmentation Evoker.
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