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Happy New Year from all of us at
Farazzarov. 

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We have a couple of episodes 
that are going to be starting 

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off the new year, so you're 
going to see episodes on off 

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days as well as the normal days 
of Thursday releases. 

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So check back and you will see 
such stuff from a number of 

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people from the Warcraft 
community as well as the Prime 

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episode. 
For Lordaron, for the Karen 

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tour. 
For. 

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Pandaria for Calendar to the 
burning region for Gilnaeus, but

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has not died for the Lich King. 
For the. 

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Sindora for the Alliance for the
Horn for Azeroth. 

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Hello and welcome to another 
special episode of Four Azeroth.

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I'm Sean, one of the Co hosts of
the show. 

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I'm here as always with Manny 
and a very special 3rd guest 

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today, the Augmentation guide 
writer for Wowhead, the one and 

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only Jericho. 
Jericho, thanks for being here. 

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Thanks for having me. 
We are going to sit down today, 

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so augmentation has been a hot 
topic since it came into the 

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game. 
In was it 10 point 2.5? 

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I believe it's 10 point 1.5 so 
it was the the middle patch of 

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season 2 of Dragonflate. 
Yeah, and it came in, hit the 

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ground running, made a big 
splash. 

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We're going to get Jericho's 
opinions on how Ogg has been 

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since its inception and where 
it's going in the future. 

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Why don't we start with just 
maybe give a brief rundown of 

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what augmentation does and how 
it first came into the game? 

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Oh boy, so how how absolutely 
exciting to be talking about 

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augmentation and how it's kind 
of come along all this way. 

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So augmentation first came into 
the game halfway through season 

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2 of Dragonflight. 
And the best way to kind of 

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think about that is OK, the race
to world first has ended. 

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We're well into kind of farm for
rating groups, but the mythic 

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plus scene is still going 
strong. 

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So there's a lot of, you know, 
still jockeying for that top 1%,

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the latter, that sort of thing. 
So the biggest impact that 

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augmentation had when it first 
hit was in Mythic Plus. 

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And it goes without saying that 
augmentation was pretty damn 

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strong when it first hit. 
In fact, augmentation has got 

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hit with nerfs pretty much every
single major patch since then, 

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and it's still in every group in
Mythic plus at the very top end 

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and still very strong in raid, 
especially in the hands of some 

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of the top guilds. 
And that's something we can kind

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of talk about as well. 
But when the spec first hit, we 

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had these hilarious videos of 30
augmentations in a raid, buffing

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two death Knights and just 
killing bosses in 10 seconds. 

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We, you know, just absolutely 
ridiculous stuff in terms of 

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the, the scaling. 
And through time, Blizzard's 

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gone. 
OK, we're gonna hopefully peel 

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that back to more reasonable 
levels. 

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Let's try and get the damage in 
check and that sort of thing so 

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that, you know, we're, we're not
running thirty of these in, in a

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raid. 
One of the biggest changes 

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initially in in the rating 
setting was limiting you to two 

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buff targets essentially for 
your for your Evan Mites, or 

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rather, you can only receive 2 
Eben might buffs. 

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So the sort of limited stacking 
the augmentations and raids. 

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And then as we've gone in mythic
plus as well, the potency of a 

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lot of these buffs has been 
peeled back a lot. 

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So I, I actually pulled some 
numbers for a while had article 

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that I put together and 
remembering this is hilarious. 

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Eben Might when it first came in
was a 10% stat buff that gained 

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an additional 40% when when in 
sort of a solo situation or in 

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in M plus because of that clutch
of sorry closest clutch mates 

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buff, right? 
So this thing was giving 14% 

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main stat in in these M plus 
groups. 

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Also we had black atunement, 
right, which was basically this 

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big health aura like you know, 
fortitude giving 5% health as as

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being pretty strong Black 
atunement if you popped Obsidian

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scales was giving you 16% 
maximum health for the duration 

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of that buff absolutely insane 
right. 

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So all of this stuff has kind of
come back and in, in many 

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different ways. 
And in addition, it's kind of 

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been hammered all over the 
place. 

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So frankly, 1 of augmentation's 
biggest strengths and continues 

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to be the case is that it has a 
lot of buttons there. 

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There are just a lot of 
different ways that it interacts

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with the group, that it 
controls, you know, mobs in a, 

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in a mythic plus setting. 
And it just has a lot of 

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different sort of support and 
utility options. 

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And it's it's been kind of a 
multi layered thing to kind of 

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get a lot of those things in 
into check for fragmentation 

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since then. 
So to get a little bit of 

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perspective where we are now in 
11 point O or you know, point O 

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seven, however you want to look 
at it, Ebenmite is now 5% main 

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stat closest clutch mates is 
gone, which means that it's 

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Ebenmite is just as effective in
raid as it is in mythic. 

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Plus black atonement has been 
nerfed so much that we basically

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don't even run it anymore. 
For the most part, it's the the 

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2% Max health that we get from 
it. 

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You're almost better off just 
putting those points somewhere 

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else. 
And frankly, when it comes to 

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you know, augmentations placed 
in the meta, it's still 

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considered to be, you know, 
strong enough from a damage 

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standpoint to be brought to 
these mythic plus groups. 

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When we look at Raid for 
example, interestingly not part 

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of every composition in the 
mythic race, the world first, 

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but was absolutely included on a
few key bosses towards the end. 

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And in this case, Evoker was 
absolutely well represented. 

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It's just that Preservation and 
Devastation were particularly 

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strong this time. 
We had 4-5 plus Evokers in on 

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pretty much each kill, 
especially towards the end. 

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It's just augmentation was 
either better or worse than 

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devastation in in certain spots.
So Long story short and happy to

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dive in on on any one of those 
topics in in a little more 

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detail, but this spec started 
strong. 

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It's seen a lot of kind of 
changes in nerf since then. 

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Right now it's still in a pretty
good spot and the changes going 

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into 11.1 are meaningful, 
substantial, but not, I wouldn't

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say, the death of this spec in 
any meaningful way. 

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Not yet. 
We won't say that yet. 

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Maybe by the end? 
Of the episode. 

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Manny, you are a longtime wild 
player, obviously more years 

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than you'll care to admit. 
You play mainly as DPS when 

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augmentation, the very first 
ever and the date only support 

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spec was introduced to Warcraft.
How did you feel about it? 

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Did you? 
Did you welcome Ogg with open 

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arms or were you hesitant? 
I was hesitant, but not because 

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of Aug itself, but because Aug 
was the only buff class put in 

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that. 
It's such a big change to find a

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place for something that the 
game has never supported before.

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And based on how it's been 
going, they're still trying to 

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find the exact place for it. 
So Aug itself, I was like, yeah,

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OK, we're going to see changes. 
It's got, it's going to have 

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growing pains, which it's had, 
but I was expecting that with 

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the War Within, with the hero 
talents, I was expecting some 

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other classes to start going 
into that that role so that Ogg 

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would have some competition that
they could really carve out a 

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niche for it. 
But they decided not to do that.

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And I think that's the biggest 
issue with Ogg is that they want

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it to be viable. 
They want it to have a place, 

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but if that place becomes 
mandatory, then everything is 

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Ogg and that screws up their 
classroom representation. 

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So they've really put themselves
in a hard place in my opinion. 

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Maybe we need some totem, totem 
twisters, seal seal, throwers on

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paladins and and shamans just to
say OK people need to have the 

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buff class, but at least it 
doesn't always have to fall on 

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this one class. 
Also the one thing I hate about 

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Ogg Earthshield looks crappy 
compared to what they gave 

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augmentation. 
Come on, it's. 

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True. 
It's true. 

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They. 
Absolutely nailed it. 

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Sorry with the visuals for this 
spec. 

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It is the newest class to the 
game and it shows. 

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The visuals are fantastic. 
Yeah, yeah, it is beautiful. 

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So I wanna touch on community 
feedback now. 

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We're hesitant. 
I say we man. 

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He's always hesitant to use the 
term the community as a giant 

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all-encompassing entity. 
I love to do it because I'm a 

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big fan of paint brushes and 
generalizations. 

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Jericho, can you tell us how was
like what was the community 

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sentiment on Ogg when it was 
released and up until right now?

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Yeah, I'm going to also agree 
that the community at large is a

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bit of a difficult term to use 
in this case. 

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And as, again, as, as the writer
for Wowhead, I get the, I have 

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the pleasure of reading these 
fantastic comments on all of 

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these articles that we post, 
which is just fantastic. 

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I'll, I'll try and summarize in,
you know, in in a pretty 

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straightforward way what I think
different segments of the 

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community look like and what 
that kind of means. 

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First off, just by design, the 
way that the spec has been 

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implemented and by virtue of how
it interacts with other 

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characters in in your groups and
in your raids, necessarily right

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now is going to have a very 
different impact for different 

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players of different skills and 
different sort of points. 

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The game necessarily by way of 
buffing other characters, you 

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rely on the scale of your allies
to sort of boost your your 

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damage output and your 
effectiveness. 

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There's that aspect, but there's
also this aspect of sort of 

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being able to recognize, for 
example, how to move your buffs 

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between different players in a 
raid setting, which is a huge 

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part of how Ogg is sort of most 
effectively played in a raid. 

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That's changed a little bit more
recently, but by and large, 

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still fundamental. 
And then also just the simple 

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fact that so much of what all 
brings to the table is in the 

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form of this utility, this crowd
control, the box that it brings 

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to the group. 
It's it's stuff that as maybe a 

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more casual damage dealer, you 
know, DPS player, you might not 

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think about all the time, 
especially if you're just kind 

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of blasting through keys just 
for fun. 

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You're not necessarily pushing. 
You're just like, I'm going to 

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push my damage buttons and be 
done right. 

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So when it comes to all of that 
augmentation, if played just for

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its damage isn't really right 
now anyway, especially anything 

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particularly special. 
But once you layer on all of 

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these different sort of effects,
the way that it buffs your tank 

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and your healer, the way that it
brings all of these control 

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options, you have Tail Swipe, 
Wing Buffett, Oppressing Roar, 

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you know, Landslide, all these 
damage reduction buttons like 

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Zephyr. 
You know, you have spatial 

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paradox for your healer. 
I've got a fun list on the side 

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here just to just remind me just
in case, but the list goes on, 

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right? 
So really what I think a lot of 

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where, where a lot of the 
dissonance is, is in, in terms 

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of community reception and that 
sort of thing is recognizing 

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what aspects of the spec are, 
you know, really valued by the 

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the top players in terms of, you
know, why they're bringing them 

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to groups versus why the average
player might want to play this 

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spec. 
So I've seen a lot of different 

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opinions on augmentation as we 
go. 

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There's a pretty, I, I would say
I, I don't want to say, you 

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know, uninformed, but maybe just
less interested in a productive 

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discussion where, you know, it's
just, hey, you know, delete the 

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spec. 
This thing's no good failed 

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experiment, that sort of thing. 
That that's one that hits close 

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to home because for me, I, I 
think this has been a very 

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valiant experiment, so to speak 
to, to sort of bring 

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augmentation in as the first and
I would say sorry, support 

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oriented damage dealer. 
Really by and large, if there 

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was any hope of calling this 
thing a support spec, they've 

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moved away from that as much as 
possible, especially more 

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recently. 
It's, if anything, they've been 

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moving away from this spec that 
brings a ton of just crazy 

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utility and, and really try and 
focus on, on the damage more 

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than anything. 
And I think the community 

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reception has really shaped a 
lot of that. 

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I, I had a similar sort of 
thought to to many that if there

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was appetite for it, especially 
in terms of design and, you 

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know, community feedback and 
that sort of thing, that the 

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hero talents would have seen a 
lot more sort of support 

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elements brought in to give 
players of other classes the 

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option to play those sorts of 
things. 

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And my personal opinion, my hot 
take on the matter is that the 

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00:13:30,760 --> 00:13:36,080
wells sort of got poisoned by 
the specific implementations of 

224
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some of those that we saw in in 
the beta. 

225
00:13:38,720 --> 00:13:42,000
We saw the light force Paladin, 
for example, which dropped the 

226
00:13:42,480 --> 00:13:44,600
the weapons on the ground that 
you, you know, were supposed to 

227
00:13:44,600 --> 00:13:46,600
have your team go and pick up 
and that sort of thing. 

228
00:13:46,800 --> 00:13:51,040
And then we had the first cut of
Oracle for healer priest, which 

229
00:13:51,040 --> 00:13:54,240
frankly was just not a very good
implementation of what something

230
00:13:54,240 --> 00:13:57,280
like that could be. 
And that's sort of the thing 

231
00:13:57,280 --> 00:14:00,640
that makes me the most sad at 
the end of the day is I do see a

232
00:14:00,640 --> 00:14:05,360
world where, you know, having a,
you know, having one of the five

233
00:14:05,360 --> 00:14:07,720
players in an M plus situation, 
for example, be a support 

234
00:14:07,720 --> 00:14:10,520
oriented spec makes a ton of 
sense. 

235
00:14:10,520 --> 00:14:12,920
Where you know, OK, maybe you're
giving up a bit of direct damage

236
00:14:12,920 --> 00:14:16,760
or healing to bring a lot of 
this extra utility to the group 

237
00:14:17,840 --> 00:14:20,960
in in different ways and in 
creative ways, frankly. 

238
00:14:21,520 --> 00:14:25,600
But I think the overwhelming 
feedback that Blizzard received,

239
00:14:25,600 --> 00:14:29,480
especially in in the beta for 
the War within was we don't like

240
00:14:29,480 --> 00:14:32,000
what you've suggested here for 
these hero talents. 

241
00:14:32,000 --> 00:14:33,720
We'd rather something more 
conventional. 

242
00:14:34,400 --> 00:14:37,640
And I think that really scared 
the development team in the big 

243
00:14:37,640 --> 00:14:41,400
way from doubling down on 
support classes going forward, 

244
00:14:42,560 --> 00:14:45,640
which is, which is a shame 
because frankly, I, I adore the 

245
00:14:45,640 --> 00:14:48,840
idea of, you know, a less 
conventional, but more support 

246
00:14:48,840 --> 00:14:53,360
oriented character ultimately. 
And, you know, that's bringing 

247
00:14:53,360 --> 00:14:55,760
something different than just 
pure damage, pure healing, that 

248
00:14:55,760 --> 00:14:58,720
sort of thing. 
But as it stands, you know, 

249
00:14:58,720 --> 00:15:03,200
having augmentation as a role 
that brings just as much damage 

250
00:15:03,200 --> 00:15:05,680
as any other spec, if not more, 
depending on the meta. 

251
00:15:06,200 --> 00:15:07,800
And then also all of these other
tools. 

252
00:15:08,240 --> 00:15:10,160
Yeah, that's probably a little 
bit unhealthy. 

253
00:15:10,160 --> 00:15:14,960
If you want a an M plus meta, 
for example, that has broad 

254
00:15:14,960 --> 00:15:17,040
representation of a lot of 
different specs. 

255
00:15:17,040 --> 00:15:21,080
I, I, I think that's at least 
the sentiment that most people 

256
00:15:21,080 --> 00:15:26,480
can agree on is if this spec 
brings so much to the table and 

257
00:15:26,480 --> 00:15:30,080
it feels like it's locked in, 
that really restricts your 

258
00:15:30,080 --> 00:15:33,240
ability to make viable 
compositions at the end of the 

259
00:15:33,240 --> 00:15:35,120
day. 
And that's, that's I think where

260
00:15:35,120 --> 00:15:37,480
a lot of the the conservation 
has come from, especially at the

261
00:15:37,480 --> 00:15:41,680
top end. 
Seeing Blizzard be hesitant to 

262
00:15:41,680 --> 00:15:46,880
implement more support style 
classes or specs, is there any 

263
00:15:46,880 --> 00:15:51,520
concern among augmentation 
enthusiasts that they will 

264
00:15:51,520 --> 00:15:54,440
eventually start to shift 
augmentation away from support 

265
00:15:54,640 --> 00:15:56,960
and that it will become a purely
DPS spec? 

266
00:15:58,320 --> 00:16:01,000
Well, I think that's if 
anything, a fear that we've been

267
00:16:01,000 --> 00:16:03,000
seeing manifest a little more 
recently. 

268
00:16:03,000 --> 00:16:07,200
And you know, as we kind of go 
through the war within into 

269
00:16:07,200 --> 00:16:11,680
Season 2 here, the, the elephant
in the room in terms of the 

270
00:16:11,680 --> 00:16:15,760
biggest changes coming in 11-1 
is that Eben might will no 

271
00:16:15,760 --> 00:16:20,280
longer affect tanks or healers. 
Ebenmite will purely be for the 

272
00:16:20,280 --> 00:16:22,840
benefit of the DPS players in, 
in the group and in the raid. 

273
00:16:24,280 --> 00:16:27,080
And for what it's worth, this is
of course more impactful in 

274
00:16:27,080 --> 00:16:28,720
mythic plus setting than than 
raid. 

275
00:16:28,720 --> 00:16:31,480
It was frankly only very niche 
situations that you would ever 

276
00:16:31,480 --> 00:16:34,040
have plus a healer, Sorry, 
Ebenmite, a healer in in a raid 

277
00:16:34,040 --> 00:16:38,880
setting, for example. 
But what this does and, and I 

278
00:16:38,880 --> 00:16:42,680
want to be a little bit clearer 
that it it it, it does not 

279
00:16:42,680 --> 00:16:49,120
completely remove all of 
augmentations buffing power on 

280
00:16:49,120 --> 00:16:54,280
tanks of healers, so to speak. 
In fact, blistering scales for 

281
00:16:54,280 --> 00:16:56,920
tank armor is absolutely still 
there. 

282
00:16:56,920 --> 00:16:59,560
It still gives a, you know, a 
few points of damage reduction 

283
00:16:59,560 --> 00:17:04,400
by way of armor source of magic,
which many of ochre brings or 

284
00:17:04,400 --> 00:17:08,359
well, devastation and and 
augmentation both bring is a 

285
00:17:08,359 --> 00:17:10,400
significant source of healing 
for the group as well. 

286
00:17:10,839 --> 00:17:13,400
And Eben might in its most 
recent iteration. 

287
00:17:13,400 --> 00:17:17,040
That's just 5% main style for 
the tank and the healer. 

288
00:17:17,040 --> 00:17:20,319
Taking that away, it's not 
necessarily the end of the 

289
00:17:20,319 --> 00:17:23,920
world. 
It's not, you know, like maybe 

290
00:17:23,920 --> 00:17:27,920
as big of a game changer for for
the entire group as as some of 

291
00:17:27,920 --> 00:17:32,360
the Aug haters, for example, 
might have hoped for. 

292
00:17:32,360 --> 00:17:37,200
But I mean, and, and that's not 
to say that healers won't notice

293
00:17:37,200 --> 00:17:40,960
it, they probably will notice a 
a 5% cut here or there. 

294
00:17:40,960 --> 00:17:47,520
But essentially what this change
does, and coupled with the 

295
00:17:47,520 --> 00:17:51,800
closest clutch mates sort of 
buffed back up to 25%, is it 

296
00:17:51,800 --> 00:17:55,720
does move that throughput from 
the tanks and healers back into 

297
00:17:55,720 --> 00:18:01,560
the DPS players as a combination
of augmentation's own damage and

298
00:18:01,560 --> 00:18:03,080
the other DPS players in the 
group. 

299
00:18:03,720 --> 00:18:08,280
Essentially, we are moving away 
from, you know, the additional 

300
00:18:08,280 --> 00:18:10,280
throughput for the tank and the 
additional throughput for the 

301
00:18:10,280 --> 00:18:12,760
healer and really just focusing 
back on damage. 

302
00:18:13,640 --> 00:18:16,560
And this has been pretty 
consistent with a lot of the 

303
00:18:16,560 --> 00:18:18,720
nerves that that we've seen over
the last bit. 

304
00:18:18,720 --> 00:18:22,680
And that's not to say that it's 
not warranted because it 

305
00:18:22,800 --> 00:18:25,800
probably is if augmentation's 
going to be the only spec that, 

306
00:18:25,800 --> 00:18:28,120
you know, can do these things 
and still bring, you know, 

307
00:18:28,120 --> 00:18:32,080
enough damage to be competitive.
But it is pretty clear to me 

308
00:18:32,080 --> 00:18:37,120
that, you know, OK, in its 
current form, they're they're 

309
00:18:37,120 --> 00:18:42,240
really trying to maybe narrow 
the gap between the additional 

310
00:18:42,240 --> 00:18:46,040
utility that augmentation brings
versus other more traditional 

311
00:18:46,040 --> 00:18:48,520
DPS specs. 
I mean, if we think of utility 

312
00:18:48,760 --> 00:18:51,880
in the way of throughput that 
that other specs bring, we think

313
00:18:51,920 --> 00:18:55,480
of priest with power infusion, 
which frankly, anytime you can 

314
00:18:55,480 --> 00:18:58,040
put a priest in your group in 
mythic plus, you absolutely try,

315
00:18:58,040 --> 00:19:00,600
whether it's, you know, 
discipline or holy priest as the

316
00:19:00,600 --> 00:19:02,360
healer or if you can bring a 
shadow priest. 

317
00:19:02,360 --> 00:19:06,280
Awesome mages have been, you 
know, popular forever since 

318
00:19:06,280 --> 00:19:09,040
usually they do a ton of damage,
but also arcane intellect has 

319
00:19:09,040 --> 00:19:12,920
been incredibly strong to, you 
know, benefit healers as well. 

320
00:19:13,400 --> 00:19:16,240
The God comp that we saw towards
the end of, you know, 

321
00:19:16,240 --> 00:19:19,440
Dragonflight bringing both was, 
you know, a perfect example of 

322
00:19:19,440 --> 00:19:23,520
just that, that synergy where 
you know, OK, you've got the 

323
00:19:23,520 --> 00:19:27,280
power infusion plus arcane 
intellect plus Ebenmite, all of 

324
00:19:27,280 --> 00:19:31,920
these things working in tandem. 
It but also, but you know, not, 

325
00:19:31,920 --> 00:19:36,120
not any one of those specs 
necessarily not pulling their 

326
00:19:36,120 --> 00:19:38,640
own weight, right. 
Like, I, I would argue 

327
00:19:38,640 --> 00:19:40,840
absolutely that power infusion 
is a support ability. 

328
00:19:41,880 --> 00:19:44,160
These raid buffs and having them
in mythic plus, for example, are

329
00:19:44,160 --> 00:19:47,040
also support abilities. 
Absolutely, they're very 

330
00:19:47,040 --> 00:19:49,440
passive, but hey, it's it's 
utility, right. 

331
00:19:50,120 --> 00:19:54,200
So while augmentation has just 
an absolutely crazy laundry list

332
00:19:54,200 --> 00:19:56,640
of of different buttons and 
different things that benefit 

333
00:19:56,640 --> 00:20:01,680
the group, it it, it is pretty 
clear to me that until we see a 

334
00:20:01,680 --> 00:20:05,240
little more experimentation in 
the form of a new class or a new

335
00:20:05,240 --> 00:20:08,760
spec or some enhancement to 
these hero talent trees or what,

336
00:20:09,880 --> 00:20:13,080
it seems like they are really 
trying to peel back on on the 

337
00:20:13,080 --> 00:20:16,560
support aspects of augmentation.
Push it a little more in the way

338
00:20:16,560 --> 00:20:20,120
of damage, at the very least to 
try and narrow that gap a little

339
00:20:20,120 --> 00:20:24,120
bit. 
I don't think it's at least for 

340
00:20:24,120 --> 00:20:28,520
the foreseeable future. 
It's still quite a crazy kit in 

341
00:20:28,520 --> 00:20:31,200
terms of all the things that it 
brings, but but I definitely 

342
00:20:31,200 --> 00:20:33,600
would say that that's the 
direction that that it's been 

343
00:20:33,600 --> 00:20:38,200
heading, so to speak. 
So I'd I'd like to ask you if 

344
00:20:38,200 --> 00:20:44,640
augmentation didn't have the the
buff to DPS and could opt to 

345
00:20:44,760 --> 00:20:48,440
instead throw it on on the tank 
and healers, right? 

346
00:20:48,440 --> 00:20:52,720
So you can choose to either buff
the damn DPS or buff the tank 

347
00:20:52,720 --> 00:20:55,960
and the healer, right? 
That's a I think a big problem 

348
00:20:55,960 --> 00:20:59,720
with with lining up augmentation
is that it brings everything to 

349
00:20:59,720 --> 00:21:01,800
the table and it's like, what 
can you leave off the table? 

350
00:21:01,920 --> 00:21:04,520
So if you had to make that 
sacrifice, would that ever be a 

351
00:21:04,520 --> 00:21:08,160
sacrifice that augmentation 
players or theory crafters would

352
00:21:08,160 --> 00:21:11,240
ever consider worth it? 
Or is it just that DPS just 

353
00:21:11,240 --> 00:21:14,160
rules everything at this point? 
Well, when, when was the last 

354
00:21:14,160 --> 00:21:17,600
time that we've had a meta, for 
example, where we've been like, 

355
00:21:17,600 --> 00:21:20,160
OK, what if we could run 2 
healers in mythic plus, right? 

356
00:21:20,160 --> 00:21:23,240
What if we ran like 2 discipline
priests and just, you know, went

357
00:21:23,240 --> 00:21:24,640
nuts with power infusion, that 
sort of thing. 

358
00:21:24,640 --> 00:21:30,840
Like I, I would say in general, 
and, and this is just my, my 

359
00:21:30,840 --> 00:21:33,440
naive view, I'm not necessarily,
you know, a, a crazy key pusher 

360
00:21:33,440 --> 00:21:35,280
or anything like that. 
But to me, the sentiment that 

361
00:21:35,280 --> 00:21:40,440
I've I've seen through time is 
the the meta in the community, 

362
00:21:40,440 --> 00:21:46,840
so to speak, seem to prefer when
damage is king, when your damage

363
00:21:46,840 --> 00:21:49,200
throughput dictates whether or 
not you succeed in the key. 

364
00:21:49,200 --> 00:21:52,080
And that it's not, you know, oh,
we're getting overwhelmed by 

365
00:21:52,080 --> 00:21:55,760
incoming damage that we have to,
you know, have all these crazy, 

366
00:21:57,680 --> 00:22:01,240
you know, sort of like stacking 
defensives and making sure that 

367
00:22:01,240 --> 00:22:03,320
we can survive every single like
incoming ability. 

368
00:22:03,320 --> 00:22:06,080
And that, you know, it's not 
that you're worried about timing

369
00:22:06,080 --> 00:22:07,840
the key, but you're worried 
about surviving hits. 

370
00:22:07,840 --> 00:22:09,640
It. 
It seems to me that players 

371
00:22:09,640 --> 00:22:13,920
prefer when damages the the sort
of when, when, when damage 

372
00:22:13,920 --> 00:22:16,040
throughput is sort of the the 
limiting factor, right. 

373
00:22:16,520 --> 00:22:19,480
And as long as that's the case, 
and again, this is a very M plus

374
00:22:19,480 --> 00:22:21,520
sort of focused, you know, 
point. 

375
00:22:21,520 --> 00:22:25,000
But I think as long as that's 
the case, Blizzard is going to 

376
00:22:25,000 --> 00:22:28,200
continue to sort of design in 
that direction, which is to say,

377
00:22:28,760 --> 00:22:33,720
OK, players really try and do as
much damage as possible and, you

378
00:22:33,720 --> 00:22:36,040
know, healing and survivability 
or that sort of thing, or a bit 

379
00:22:36,040 --> 00:22:40,400
more of a checkbox exercise. 
And that's really, I, I think 

380
00:22:40,400 --> 00:22:42,720
that's driven a lot of the 
community reception through 

381
00:22:42,720 --> 00:22:43,880
time. 
I think that's driven a lot of 

382
00:22:43,880 --> 00:22:47,680
design through time. 
And we, we do see it in terms 

383
00:22:47,680 --> 00:22:50,760
of, you know, compositions in 
the meta and that sort of thing.

384
00:22:50,760 --> 00:22:54,320
For example, when you can bring 
a pallet and tank to the group 

385
00:22:54,320 --> 00:22:56,880
and they're doing all this crazy
off healing, that sort of thing,

386
00:22:56,880 --> 00:22:58,520
you're happy to have them, 
right? 

387
00:22:58,520 --> 00:23:00,520
They're, they're absolutely 
contributing to the success of 

388
00:23:00,520 --> 00:23:03,440
the group. 
But that's not usually your 

389
00:23:03,440 --> 00:23:05,160
first thought. 
Your first thought is, OK, 

390
00:23:05,160 --> 00:23:08,400
what's, what's the tank that's 
gonna, you know, succeed in 

391
00:23:08,400 --> 00:23:11,120
these, you know, huge crazy 5 
pack pulls that we're trying to 

392
00:23:11,120 --> 00:23:13,840
do without falling over and 
that's, you know, also 

393
00:23:14,160 --> 00:23:16,200
contributing a substantial 
amount of damage and, and that 

394
00:23:16,200 --> 00:23:21,360
sort of thing, right? 
So I think by and large, it's an

395
00:23:21,360 --> 00:23:23,560
interesting thought to say, OK, 
you know, what if we had a 

396
00:23:23,560 --> 00:23:27,160
version of augmentation that was
more focused on the tanker 

397
00:23:27,160 --> 00:23:29,000
healers, right? 
And, and would that be an 

398
00:23:29,000 --> 00:23:33,520
interesting, you know, choice, 
for example, to, to bring 

399
00:23:34,800 --> 00:23:36,440
perhaps in a rate setting right 
there? 

400
00:23:36,440 --> 00:23:39,600
I mean, I could see a world 
where, and, and it's a little 

401
00:23:39,600 --> 00:23:41,920
bit difficult there as well, 
because most encounters are 

402
00:23:42,360 --> 00:23:46,040
balanced around, you know, 
specifically 2 tanks on on that 

403
00:23:46,040 --> 00:23:48,520
side of things. 
But you can imagine a world 

404
00:23:48,520 --> 00:23:51,360
where, hey, I have a third 
character that's like kind of 

405
00:23:51,360 --> 00:23:54,360
beefy and is able to like off 
tank some ADS or something every

406
00:23:54,360 --> 00:23:58,840
once in a while or that has, you
know, just a few extra externals

407
00:23:58,840 --> 00:24:01,080
to keep the tanks alive in, in 
crazy moments, right. 

408
00:24:02,440 --> 00:24:05,360
And healing's always interesting
because healing is the situation

409
00:24:05,360 --> 00:24:07,320
where sort of towards the 
beginning of the tier, you need 

410
00:24:07,320 --> 00:24:09,720
a lot of it. 
As farm goes on, you need less 

411
00:24:09,720 --> 00:24:12,200
of it and you focus more on 
damage and kill times and that 

412
00:24:12,200 --> 00:24:15,720
sort of thing. 
But there are moments where, and

413
00:24:15,800 --> 00:24:18,560
this comes down to tuning and 
how hard you're you're pushing 

414
00:24:18,560 --> 00:24:21,520
and that sort of thing. 
But in in the race to world 

415
00:24:21,520 --> 00:24:24,920
first, for example, augmentation
has every once in a while had 

416
00:24:24,920 --> 00:24:28,400
moments where you might want to 
put Ebenite on healers. 

417
00:24:28,400 --> 00:24:31,720
And again, very niche. 
But but you you know, we're in a

418
00:24:31,720 --> 00:24:33,960
position where you might do that
just just to give the healers 

419
00:24:33,960 --> 00:24:37,040
that extra, you know, 510% 
throughput for that one moment. 

420
00:24:37,480 --> 00:24:39,920
And then you go back to the to 
the the DPS, right. 

421
00:24:39,920 --> 00:24:44,600
And so having a spec that that 
could do that right or go I'm 

422
00:24:44,600 --> 00:24:46,600
going to buff this healer right 
now and then this healer and 

423
00:24:46,600 --> 00:24:48,440
that sort of thing. 
Yeah, absolutely. 

424
00:24:48,440 --> 00:24:52,120
It's a it's an extension or, or 
you know, an an interesting 

425
00:24:52,120 --> 00:24:55,040
design idea, certainly. 
But I do think the game is 

426
00:24:55,600 --> 00:24:59,200
personal anyway, just more 
designed around the the damage 

427
00:25:00,040 --> 00:25:02,400
question in general. 
So that that's kind of an 

428
00:25:02,480 --> 00:25:06,520
interesting thought for sure. 
So if if the survivability 

429
00:25:06,520 --> 00:25:09,880
through healing and tanking is 
so binary where it's like it's 

430
00:25:09,880 --> 00:25:13,680
good enough move on to DPS, how 
do you how does like 

431
00:25:15,680 --> 00:25:20,080
augmentation like work with that
if not focused on the DPS beyond

432
00:25:20,440 --> 00:25:22,840
good enough to survive? 
Let's get the numbers. 

433
00:25:23,880 --> 00:25:27,640
Well, and, and again, I, I do 
think this is where Blizzard 

434
00:25:27,640 --> 00:25:29,640
might have designed themselves 
into a bit of a corner here 

435
00:25:29,640 --> 00:25:33,480
where and, and I, I don't think 
this will be shocking to anyone.

436
00:25:33,480 --> 00:25:36,720
But I mean, at the, at the end 
of the day, if you have one 

437
00:25:36,720 --> 00:25:41,800
speck that brings, you know, 
again, sufficient damage to earn

438
00:25:41,800 --> 00:25:46,440
its place in the group, but is 
also just, you know, 

439
00:25:46,480 --> 00:25:50,200
automatically causing the tank 
to, you know, generate more 

440
00:25:50,200 --> 00:25:54,400
thread and have 5 percent, 10% 
more survivability and do more 

441
00:25:54,400 --> 00:25:56,040
damage. 
And the healer is doing the same

442
00:25:56,040 --> 00:25:59,520
thing where, you know, maybe 
they can just cast a regular 

443
00:25:59,520 --> 00:26:01,880
spell instead of a cool down 
because they have that buff. 

444
00:26:01,880 --> 00:26:04,720
Right. 
When, when you have all of that 

445
00:26:04,720 --> 00:26:07,640
in play and you're the only spec
that can do that. 

446
00:26:07,640 --> 00:26:11,400
And again, especially noticeable
in mythic plus, you, you have 

447
00:26:11,400 --> 00:26:14,640
kind of solidified a spot for 
that character in, in that 

448
00:26:14,640 --> 00:26:18,600
group. 
I, I mean, I again, I, I love 

449
00:26:18,600 --> 00:26:22,960
the idea of support characters 
in, in Mmos in particular. 

450
00:26:22,960 --> 00:26:26,720
I'm like when, whenever I try a 
new MMO, I'm always sort of 

451
00:26:26,720 --> 00:26:29,000
going towards that support 
character first and foremost. 

452
00:26:30,240 --> 00:26:33,280
And it is a bit of a bummer to 
me that, you know, in, in World 

453
00:26:33,280 --> 00:26:36,920
of Warcraft, OK, I'm either 
playing a direct damage dealer 

454
00:26:36,920 --> 00:26:39,640
or I'm playing a healer, right? 
But there there isn't really 

455
00:26:39,640 --> 00:26:43,480
something in the middle that you
know, that that I can that I can

456
00:26:43,480 --> 00:26:48,040
choose that does a little bit of
both, unless in this case I'm, 

457
00:26:48,080 --> 00:26:52,400
you know, I'm playing this one 
spec that brings more than maybe

458
00:26:52,400 --> 00:26:55,600
one slots worth of of utility. 
At least that's how it largely 

459
00:26:55,600 --> 00:26:59,160
was at the end of Dragonflight. 
And so it like in, in terms of 

460
00:26:59,160 --> 00:27:02,320
its current state and especially
going into 11 one, I, I think it

461
00:27:02,320 --> 00:27:06,480
is in a much sort of, I would 
say healthier state in terms of,

462
00:27:06,480 --> 00:27:08,280
you know, do you need one in 
your group? 

463
00:27:08,280 --> 00:27:10,720
I would say largely, a lot of 
players will probably look at 

464
00:27:10,720 --> 00:27:15,200
everything by and large and go, 
OK, I don't need Warren Stone 

465
00:27:15,200 --> 00:27:17,040
because we're not doing any 
weird tech. 

466
00:27:17,040 --> 00:27:21,440
I don't need rescue because I'm 
actually not like that confident

467
00:27:21,440 --> 00:27:23,160
in my ability to use twin 
guardian. 

468
00:27:23,160 --> 00:27:26,800
Well anyway, so maybe I don't 
care too much about that. 

469
00:27:27,960 --> 00:27:30,680
And you know, hey, yeah, I 
really do want to bring my my 

470
00:27:30,680 --> 00:27:33,280
shadow priest because Pi on this
enhancement shaman would be 

471
00:27:33,280 --> 00:27:36,960
nuts, right? 
So like by and large, players 

472
00:27:36,960 --> 00:27:40,000
might decide, you know, hey, I, 
you know, they're just no longer

473
00:27:40,000 --> 00:27:44,000
is enough on the throughput side
of things that, you know, hey, 

474
00:27:44,720 --> 00:27:46,280
maybe I can experiment a little 
more. 

475
00:27:47,840 --> 00:27:51,720
But the biggest thing ultimately
to to me when it comes to 

476
00:27:53,040 --> 00:27:55,640
augmentation and why it gets 
this big of a wrap, I think 

477
00:27:55,640 --> 00:28:00,520
personally is this idea of kind 
of agency and the way that the 

478
00:28:00,520 --> 00:28:01,960
buffs are felt. 
OK. 

479
00:28:01,960 --> 00:28:04,640
And then this is something that 
we don't necessarily talk about 

480
00:28:04,640 --> 00:28:09,720
a lot, but when I am a shadow 
priest player and I just have my

481
00:28:09,720 --> 00:28:12,440
1, you know, power infusion that
I put on people, I have my 

482
00:28:12,440 --> 00:28:15,680
passive fortitude and then I'm 
just doing damage the rest of 

483
00:28:15,680 --> 00:28:17,440
the time. 
No one's really looking at that 

484
00:28:17,440 --> 00:28:21,920
and going like, you know, for, 
for example, Wow, that that 

485
00:28:21,920 --> 00:28:24,520
shadow priest is is making all 
the difference in terms of 

486
00:28:24,520 --> 00:28:26,560
whether or not, you know, we 
succeed this key. 

487
00:28:26,560 --> 00:28:29,440
The healer is not going like, oh
shit, you know, I've got this 

488
00:28:29,440 --> 00:28:31,520
buff on me and I'm doing more 
now, right? 

489
00:28:32,440 --> 00:28:34,400
And then especially when it 
comes to to tanking, for 

490
00:28:34,400 --> 00:28:38,200
example, it, you know, you might
have a, a priest in your group 

491
00:28:38,200 --> 00:28:41,520
and everyone has more, more 
health, or you have a major 

492
00:28:41,520 --> 00:28:44,160
group and everyone has slightly 
more, more main stat. 

493
00:28:44,160 --> 00:28:46,960
But the fact that Ogg has these 
buffs and they're, they're 

494
00:28:47,000 --> 00:28:50,320
active and that you're like, you
know, pressing buttons and 

495
00:28:50,320 --> 00:28:52,440
that's causing, you know, 
players to, to have more 

496
00:28:52,440 --> 00:28:55,320
throughput. 
They, they, it's almost 

497
00:28:55,320 --> 00:28:58,120
psychological, but you almost 
just feel it more when, when 

498
00:28:58,120 --> 00:29:00,840
this, this spec exists and, and 
is doing this stuff. 

499
00:29:00,840 --> 00:29:04,800
So I, I do think by and large, 
the, the changes that are, that 

500
00:29:04,800 --> 00:29:07,560
are coming are going to even the
playing field a little more, 

501
00:29:07,560 --> 00:29:08,880
especially in terms of 
perception. 

502
00:29:09,240 --> 00:29:11,360
And then hopefully by then 
players will realize like, OK, 

503
00:29:12,480 --> 00:29:14,440
this back is, is pretty neutral 
in damage. 

504
00:29:14,440 --> 00:29:18,120
We can, you know, we can live or
with or without it, It has very 

505
00:29:18,120 --> 00:29:21,000
specific utility. 
So if you know, if I really need

506
00:29:21,000 --> 00:29:23,320
to be able to do this or that, 
great. 

507
00:29:23,960 --> 00:29:27,120
It still has a lot of, you know,
different crowd control options 

508
00:29:27,120 --> 00:29:29,800
and God cauterizing flames super
useful. 

509
00:29:29,800 --> 00:29:33,000
Like, you know, just the the 
list goes on in terms of all 

510
00:29:33,000 --> 00:29:36,080
these different buttons, but you
might decide, hey, I don't need 

511
00:29:36,080 --> 00:29:39,760
that, right? 
And, and I, I do think at the 

512
00:29:39,760 --> 00:29:42,560
very least in terms of this, 
this design pit that, that I 

513
00:29:42,560 --> 00:29:45,720
think we've kind of ended up in 
where if we're not gonna make 

514
00:29:45,720 --> 00:29:49,360
more of these things, then they 
should kind of still exist in 

515
00:29:49,360 --> 00:29:52,840
the DPS paradigm. 
I think they're at least moving 

516
00:29:53,040 --> 00:29:55,960
in, in a way where it can live a
little healthier in, in, in the 

517
00:29:55,960 --> 00:29:59,680
world of DPS specs, so to speak.
And again, it's a bit of a 

518
00:29:59,680 --> 00:30:02,120
bummer for me. 
Like, I, I love the idea of, you

519
00:30:02,120 --> 00:30:04,920
know, hey, we'd have like 
support characters that are 

520
00:30:04,920 --> 00:30:07,800
doing cool stuff. 
It just doesn't seem like that's

521
00:30:08,800 --> 00:30:11,600
where we're at right now anyway.
Or at least, you know, there 

522
00:30:11,600 --> 00:30:13,280
doesn't seem to be a lot of 
appetite at the moment. 

523
00:30:13,800 --> 00:30:18,360
Yeah, in, in infinitely. 
Scaling content like M plus you 

524
00:30:18,360 --> 00:30:22,680
have two options. 
You're either the you get to a 

525
00:30:22,680 --> 00:30:26,200
point where you can't kill the 
mobs fast enough because they 

526
00:30:26,200 --> 00:30:29,520
have so much health to time the 
key, or you get to a point where

527
00:30:29,520 --> 00:30:32,080
the damage they do is so 
overwhelming, you die and you 

528
00:30:32,080 --> 00:30:34,440
can't time the key. 
And that's we're currently in 

529
00:30:34,440 --> 00:30:37,000
that state and we've been there 
since that's August launched, 

530
00:30:37,000 --> 00:30:39,960
where the deciding factor is 
there's too much damage. 

531
00:30:40,000 --> 00:30:42,400
We need more defensives. 
And as long as we're in that, 

532
00:30:42,680 --> 00:30:47,320
that design world, augmentation 
is going to be needed at the top

533
00:30:47,320 --> 00:30:51,160
level keys forever because 
people are sheep. 

534
00:30:51,240 --> 00:30:53,320
It will trickle down and we'll 
be running them in our sevens, 

535
00:30:54,120 --> 00:30:57,160
but if we switch to the other, 
if we switch to the point where 

536
00:30:57,320 --> 00:31:01,720
OK, what the deciding factor now
is can we do enough DPS to kill 

537
00:31:01,720 --> 00:31:04,120
these mobs to time the key as 
opposed to can we survive? 

538
00:31:05,080 --> 00:31:09,240
Are you worried about 
augmentations place in the game 

539
00:31:09,440 --> 00:31:13,400
as because devastation typically
is tuned for more damage. 

540
00:31:15,240 --> 00:31:17,960
Well, I would say before you 
tacked on that last little bit 

541
00:31:17,960 --> 00:31:23,080
at the end, yeah, I mean it it 
it all hit both when it comes to

542
00:31:23,080 --> 00:31:27,720
augmentation and how it looks 
sort of in a damage dealing 

543
00:31:27,720 --> 00:31:31,200
paradigm. 
It I I would say it's it's now 

544
00:31:31,200 --> 00:31:36,440
at a point where we can pretty 
safely say it depends Before I 

545
00:31:36,440 --> 00:31:40,880
would have said this thing 
brings 1 1/2 DPS players worth 

546
00:31:40,880 --> 00:31:42,240
of value. 
Of course you want it right, 

547
00:31:42,240 --> 00:31:45,720
That that was the the 
Dragonflight tuning angle and 

548
00:31:45,720 --> 00:31:47,760
we're we're past that. 
It's it's been nerfed to the 

549
00:31:47,760 --> 00:31:52,960
point where it it now depends. 
The current meta that we're in 

550
00:31:52,960 --> 00:31:57,440
right now, for example, where 
enhancement is just absolutely 

551
00:31:57,440 --> 00:32:04,200
nuts, lends itself very well to 
augmentation coming in, buffing 

552
00:32:04,200 --> 00:32:08,080
the enhancement, the 
enhancements getting Pi and from

553
00:32:08,080 --> 00:32:12,880
the healer in this case mostly, 
and the occupations coming in. 

554
00:32:12,880 --> 00:32:15,720
And also, you know, you've got 
your shifting sans buffer, more 

555
00:32:15,720 --> 00:32:17,320
versatility. 
You've got your Eben might, 

556
00:32:17,320 --> 00:32:19,880
you've got your prescience for 
crit and then all these other 

557
00:32:19,880 --> 00:32:23,320
stacking buffs when when you're 
really leaning on this, this one

558
00:32:23,320 --> 00:32:26,000
character and buffing that one 
character up to a tremendous 

559
00:32:26,000 --> 00:32:28,560
extent. 
It works very well, right? 

560
00:32:28,560 --> 00:32:32,560
It's, it's very well suited for,
for that in, in terms of what's 

561
00:32:32,560 --> 00:32:36,360
coming up in 11-1 and sort of 
what that I think looks like 

562
00:32:37,120 --> 00:32:41,200
we're we're gonna see a little 
more damage on the Aug itself, 

563
00:32:41,560 --> 00:32:43,840
certainly a little less damage 
from tanks, healers and more on 

564
00:32:43,840 --> 00:32:46,960
the group. 
It's hard to say before we like 

565
00:32:46,960 --> 00:32:49,320
I have a good understanding of 
what the other specs are going 

566
00:32:49,320 --> 00:32:54,360
to bring to the table, but in a 
similar meta, so to speak, you 

567
00:32:54,360 --> 00:32:56,560
know, assuming you have specs 
like enhancement that are still 

568
00:32:56,560 --> 00:33:00,640
viable, augmentation absolutely 
can still kick it from a pure 

569
00:33:00,640 --> 00:33:02,640
damage standpoint. 
In fact, I, I would say right 

570
00:33:02,640 --> 00:33:06,360
now, it's, it's absolutely, you 
know, it's, it's competitive in,

571
00:33:06,360 --> 00:33:08,320
in terms of the, the damage it 
brings. 

572
00:33:10,040 --> 00:33:13,600
And largely, I mean, when, when 
you compare to devastation, for 

573
00:33:13,600 --> 00:33:17,640
example, devastation has 
struggled for a long time in 

574
00:33:17,640 --> 00:33:22,360
terms of just the fact that it, 
and, and it's, it's crazy 'cause

575
00:33:22,360 --> 00:33:26,200
it, it was this for a while, but
it really doesn't bring enough 

576
00:33:26,200 --> 00:33:30,560
burst damage in the way that you
might hope for a mythic plus 

577
00:33:31,040 --> 00:33:34,000
situation. 
The dragon rage has turned into 

578
00:33:34,000 --> 00:33:39,200
this, you know, really like 42nd
long sort of damage window and 

579
00:33:39,400 --> 00:33:43,000
and really there there are a 
couple aspects of of devastation

580
00:33:43,000 --> 00:33:45,440
that that could work well in a 
particular setting. 

581
00:33:45,440 --> 00:33:47,840
You know, pyre is still 
uncapped, which is wild, but 

582
00:33:48,360 --> 00:33:52,360
using doing unethical amounts of
damage to like, you know, 

583
00:33:52,360 --> 00:33:55,440
compare with some of these other
specs like enhancement, like 

584
00:33:55,440 --> 00:33:57,680
frost. 
You know, I mean, even balance 

585
00:33:57,680 --> 00:33:59,360
is doing really well in some of 
these keys, right. 

586
00:34:00,360 --> 00:34:03,040
So it's just been, you know, 
it's been something you can 

587
00:34:03,040 --> 00:34:06,200
enjoy in your 10s, elevens 
twelves, absolutely, and you 

588
00:34:06,200 --> 00:34:08,280
know, I play it from time to 
time in in those keys. 

589
00:34:09,280 --> 00:34:12,920
It it's not bringing anything 
special to the table beyond the 

590
00:34:12,920 --> 00:34:17,159
list of evoker utility to those 
top groups, especially when you 

591
00:34:17,159 --> 00:34:19,679
have another character in the 
group that brings lust right, 

592
00:34:20,159 --> 00:34:24,080
that sort of thing. 
So so devastation unfortunately 

593
00:34:24,080 --> 00:34:28,080
has has actually been a little 
lackluster in terms of its, you 

594
00:34:28,080 --> 00:34:30,760
know, inclusion in in mythic 
plus, especially it's very 

595
00:34:30,760 --> 00:34:33,800
strong in raid right now and it 
just has a very good damage 

596
00:34:33,800 --> 00:34:34,920
profile for a lot of these 
fights. 

597
00:34:35,440 --> 00:34:37,760
But when it comes to mythic 
plus, it's it's just a little 

598
00:34:37,760 --> 00:34:40,840
bit lacking and we'd probably 
hear a little more about it if 

599
00:34:40,840 --> 00:34:42,360
augmentation wasn't in every 
group. 

600
00:34:42,920 --> 00:34:45,480
I think that's sort of a a big 
thing as well. 

601
00:34:45,480 --> 00:34:48,639
It's not to say that every 
devastation player likes to play

602
00:34:48,639 --> 00:34:50,280
augmentation. 
In fact, that's, you know, a 

603
00:34:50,280 --> 00:34:53,000
little bit of a dividing point, 
I think for a lot of players as 

604
00:34:53,000 --> 00:34:56,280
well. 
But certainly what the situation

605
00:34:56,280 --> 00:34:59,400
is right now is Evoker is in 
pretty much every top group. 

606
00:34:59,760 --> 00:35:03,520
It's being run as augmentation 
and it's well represented and 

607
00:35:03,520 --> 00:35:07,600
it's not purely in fact, it's 
almost not exclusively at all 

608
00:35:07,600 --> 00:35:10,120
for its its utility. 
It does enough damage to hang. 

609
00:35:11,880 --> 00:35:16,440
So when we come into 11 one, 
it's even more personal damage. 

610
00:35:16,440 --> 00:35:20,440
The tier set looks like it's 
going to sort of, you know, pile

611
00:35:20,440 --> 00:35:24,320
on to the buttons that that 
augmentation hits and then does 

612
00:35:24,320 --> 00:35:27,480
more damage with. 
It's looking like it's gonna 

613
00:35:27,480 --> 00:35:29,640
have a crazy resource economy, 
which means basically permanent 

614
00:35:29,640 --> 00:35:31,560
uptime on a lot of these buffs 
and this sort of thing. 

615
00:35:32,000 --> 00:35:34,560
It looks, frankly, and we 
haven't tested it yet, but it 

616
00:35:34,560 --> 00:35:38,080
looks pretty wild right now. 
So looking at the immediate 

617
00:35:38,080 --> 00:35:40,560
future, yeah, it looks like 
augmentation will be fine. 

618
00:35:40,560 --> 00:35:44,480
In terms of damage. 
It's sort of up to where all of 

619
00:35:44,480 --> 00:35:47,680
the tuning lands. 
And if there aren't three other 

620
00:35:47,680 --> 00:35:49,680
DPS specs that outperform, 
right? 

621
00:35:50,240 --> 00:35:53,560
And really, when when push comes
to shove, then we're in a 

622
00:35:53,560 --> 00:35:58,440
position where we can say, OK, 
the side utility isn't game 

623
00:35:58,440 --> 00:36:01,840
breaking anymore. 
We are mostly looking at the 

624
00:36:01,840 --> 00:36:05,400
specs damage output. 
Yeah, I, I I think that's at 

625
00:36:05,400 --> 00:36:07,160
least it's a much easier place 
to balance from. 

626
00:36:07,160 --> 00:36:10,320
And I think a place where people
trying to, you know, come up 

627
00:36:10,320 --> 00:36:12,960
with their group compositions by
playing their favorite specs are

628
00:36:12,960 --> 00:36:15,960
a lot more keen on going, OK, 
yeah, I can do more damage than 

629
00:36:15,960 --> 00:36:18,240
than if I were playing hogs. 
So let's try this and see if 

630
00:36:18,240 --> 00:36:21,840
this works. 
So I mean, my, my, my $0.02 on 

631
00:36:21,840 --> 00:36:24,880
it are I think Ogg is in a good 
position to do good damage in 

632
00:36:24,880 --> 00:36:28,560
season 2. 
And I think the trend at least 

633
00:36:28,560 --> 00:36:31,880
looks like it'll continue to to 
do well, especially when you 

634
00:36:31,880 --> 00:36:35,160
have, you know, the ability to 
buff a crazy damage back like 

635
00:36:35,160 --> 00:36:38,000
enhancement. 
But I, I, I do think we're in 

636
00:36:38,000 --> 00:36:40,120
kind of a bit of a healthier 
paradigm, or at least a bit of a

637
00:36:40,120 --> 00:36:43,760
return to form where we can kind
of just hold them side by side 

638
00:36:43,760 --> 00:36:47,800
mostly on damage and then go, 
OK, do I, do I need the, the, 

639
00:36:47,800 --> 00:36:49,760
the extra utility? 
Do I need to be able to, you 

640
00:36:49,760 --> 00:36:51,320
know, throw a wearing stone in 
here? 

641
00:36:51,320 --> 00:36:55,880
Do I need, you know, do I need 
rescue shield to keep the healer

642
00:36:55,880 --> 00:36:57,520
from dying on this hit? 
That sort of thing. 

643
00:36:57,560 --> 00:37:01,280
So yeah. 
This is where we asked the 

644
00:37:01,280 --> 00:37:05,520
experts for a well balanced, 
optimistic outlook as opposed to

645
00:37:05,520 --> 00:37:10,000
the Twitter doomers who quickly 
announced Dog's demise. 

646
00:37:10,680 --> 00:37:12,560
Manny, I don't have any more 
questions for Jericho. 

647
00:37:12,560 --> 00:37:16,000
I could listen to him talk for 
hours, sometimes I do during 

648
00:37:16,000 --> 00:37:18,320
raid. 
He is very passionate about his 

649
00:37:18,320 --> 00:37:21,760
spec and in his class and I 
really enjoy it. 

650
00:37:21,760 --> 00:37:23,000
Do you have any questions left 
for him? 

651
00:37:24,240 --> 00:37:26,520
Honestly, I think that we've 
pretty much covered it all at 

652
00:37:26,520 --> 00:37:28,440
this point. 
It is like looking towards the 

653
00:37:28,440 --> 00:37:32,560
future and speculation. 
So with 11.1 coming soon, 

654
00:37:32,560 --> 00:37:39,480
hopefully on the PTR within the 
next week, crossing fingers, I'm

655
00:37:39,480 --> 00:37:42,720
looking forward to seeing where 
where Voker goes. 

656
00:37:42,720 --> 00:37:44,680
And of course, you know, we're 
at a lot of enhancement shaman. 

657
00:37:44,800 --> 00:37:48,080
Let's hear more of that. 
Yeah, Jericho, if any of our 

658
00:37:48,080 --> 00:37:51,120
listeners want to get more of 
you directly pumped into their 

659
00:37:51,120 --> 00:37:54,600
veins, where can they find? 
You sure? 

660
00:37:54,600 --> 00:38:02,440
So I, I've got a website, 
jericho.com, jereico.com and 

661
00:38:02,720 --> 00:38:05,080
haven't updated in a while, but 
it should have all the links to 

662
00:38:05,080 --> 00:38:08,200
everything that you might care 
about like Twitch, YouTube, 

663
00:38:08,200 --> 00:38:13,720
Twitter and mainly Discord. 
I would say if you spend any 

664
00:38:13,720 --> 00:38:17,600
time on Discord, you can join 
the, the little Jericho 

665
00:38:17,600 --> 00:38:19,680
community that we've got on 
there and get a hold of me 

666
00:38:19,680 --> 00:38:23,280
pretty easily. 
More than happy to talk about 

667
00:38:23,280 --> 00:38:27,840
Evoker, answer questions, have a
good time and frankly, I could 

668
00:38:27,840 --> 00:38:32,280
again talk in excruciating 
detail of kind of any of these 

669
00:38:32,920 --> 00:38:34,760
different topics that we only 
kind of lightly touched on 

670
00:38:34,760 --> 00:38:40,600
today, but absolutely happy to 
have a good chat so you can find

671
00:38:40,600 --> 00:38:42,240
me there. 
I actually lied. 

672
00:38:42,240 --> 00:38:44,880
I do have one more question. 
Where does the name Jericho come

673
00:38:44,880 --> 00:38:47,080
from? 
Are you just a big fan of Skeet 

674
00:38:47,080 --> 00:38:50,360
Ulrich TV shows? 
It's gonna kill me with 

675
00:38:50,720 --> 00:38:52,600
references beyond my 
comprehension There. 

676
00:38:52,600 --> 00:38:56,400
It's an. 
Old TV he's, he's an actor, but 

677
00:38:56,400 --> 00:38:58,320
he was in an old TV show called 
Jericho. 

678
00:38:58,360 --> 00:39:01,720
Absolutely. 
No, I'm, it's just one of those 

679
00:39:01,720 --> 00:39:05,640
things, you know, are you, 
you're 13 years old and you're 

680
00:39:05,640 --> 00:39:09,560
like, damn, I'm gonna come up 
with a cool name for when I 

681
00:39:09,560 --> 00:39:13,160
spend time on the Internet. 
And that's where we landed. 

682
00:39:13,160 --> 00:39:15,800
That's why the the spelling 
makes no sense and why it 

683
00:39:15,800 --> 00:39:17,520
doesn't align with anything 
you've ever seen before. 

684
00:39:17,520 --> 00:39:20,200
So I dig it. 
I dig. 

685
00:39:20,200 --> 00:39:23,000
It all right Anyway, thanks for 
being here. 

686
00:39:23,000 --> 00:39:24,960
Thank you, all of our listeners 
for joining us. 

687
00:39:25,280 --> 00:39:28,080
And we'll see you in the next 
episode. 

688
00:39:28,600 --> 00:39:30,800
Until next time, may all your 
hits be Critz.

