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Getting Started with Augmentation Evoker for Midnight

0h 39m video Published Jan 5, 2026 Transcribed Jul 28, 2026 Bowser the Healer Bowser the Healer
Intermediate 5 min read For: World of Warcraft players interested in learning the Augmentation Evoker spec, especially for the Midnight expansion.
AI Trust Score 70/100
⚠️ Average / Some Fluff

"Delivers a comprehensive beginner guide for Augmentation Evoker exactly as the title promises, with detailed ability explanations and rotation."

AI Summary

This guide covers the Augmentation Evoker spec for World of Warcraft, focusing on the upcoming Midnight expansion and pre-patch. It explains the spec's unique support DPS role, core abilities like Ebon Might, and essential rotation mechanics for newcomers.

[00:44]
Augmentation is Support DPS

Augmentation Evoker deals damage both personally and through buffs that enhance allies' damage. It is a DPS spec, not a healer or pure support.

[01:39]
Ebon Might Core Skill

Ebon Might is a 1.2-second cast with a 27-second cooldown that increases up to four nearest allies' primary stat by 5% of your own, and increases your damage by 22% for 11.1 seconds. Extensions come from Eruption, Breath of Eons, and empowered spells.

[03:05]
Mastery: Shifting Sands

Casting an empowered spell grants Shifting Sands to a DPS ally, increasing their versatility by your mastery percentage for 11.1 seconds. Versatility directly increases damage dealt.

[04:52]
Fire Breath and Upheaval

Fire Breath is an empowered spell with a 27-second cooldown, dealing upfront damage and a DoT. Upheaval is a large AoE knockup. Charging levels affect damage and duration. In pre-patch, charge Fire Breath fully; in Midnight, use level 1 or 2 typically.

[07:08]
Eruption and Essence

Eruption is a volcanic AoE that uses Essence, which recovers over time based on haste. Essence Burst (20% chance from Living Flame, 15% from Azure Strike, 35% from Prescience) makes the next Eruption free.

[10:18]
Prescience Buff

Prescience grants an ally 3% critical strike chance and occasionally copies their spells at 15% power for 20 seconds. It has 35% chance to grant Essence Burst. Use pre-pull or when running out of resources.

[13:11]
Breath of Eons

A 2-minute cooldown that flies forward, applying temporal wounds to enemies, granting 5 seconds of Ebon Might, and causing 11% of ally damage to be copied as arcane damage. Use at the start of pulls for maximum value.

[20:32]
Midnight Changes

Apex talents add a duplicate of yourself after Breath of Eons. Molten Embers changes: flat damage increase instead of scaling with charge level. Pre-patch (before Jan 20) requires full charge Fire Breath.

[22:40]
Rotation Basics

Pre-pull: Prescience twice, then Ebon Might, full charge Fire Breath (pre-patch), Upheaval, then spam Eruptions. Use Living Flame to fish for Essence Burst. Keep Ebon Might extended as long as possible.

[36:59]
Tips: Movement and Positioning

Hover has two charges and can be stacked for extended flight. Position to ensure buffs reach DPS allies. Use Target swapping to land Upheaval on multiple mobs. Augmentation damage is not shown on standard meters; use Warcraft logs to evaluate.

Augmentation Evoker requires managing timers and extensions, but flexibility and resource management are key. Practice rotation and positioning to maximize group damage.

Mentioned in this Video

Tutorial Checklist

1 22:40 Pre-pull: Cast Prescience on an ally and yourself.
2 23:21 Cast Ebon Might.
3 23:21 Full charge Fire Breath (if pre-patch) or level 1-2 (after patch).
4 23:25 Cast Upheaval at desired charge level.
5 23:35 Spam Eruption using all Essence.
6 23:35 Use Living Flame to proc Essence Burst.
7 23:48 When Ebon Might is about to expire, reapply with the next rotation cycle.
8 27:00 For Breath of Eons: Pre-pull Prescience, Ebon Might, Breath of Eons, then Fire Breath and Upheaval, spam Eruptions.

Study Flashcards (10)

What is the primary role of Augmentation Evoker?

easy Click to reveal answer

Support DPS: deals personal damage and buffs allies to enhance their damage.

00:44

What does Ebon Might do?

easy Click to reveal answer

Increases four nearest allies' primary stat by 5% of your primary stat and increases your damage by 22% for 11.1 seconds.

01:39

How does Ebon Might duration extend?

medium Click to reveal answer

Eruption extends by 1 second, Fire Breath and Upheaval by 2 seconds each, Breath of Eons grants 5 seconds.

08:06

What is the effect of Augmentation mastery (Shifting Sands)?

medium Click to reveal answer

Casting an empowered spell grants an ally versatility equal to your mastery % for 11.1 seconds, increasing their damage.

03:05

What is the difference between Fire Breath charge levels?

hard Click to reveal answer

Level 1: lower upfront damage, longer DoT (24s). Level 3: high upfront damage, shorter DoT (12s). In pre-patch, always charge fully; after, use level 1 or 2 typically.

05:06

What does Prescience grant and how does it generate Essence?

medium Click to reveal answer

Grants 3% critical strike chance to an ally and copies their spells at 15% power. It has a 35% chance to give an Essence Burst.

10:18

What is the special use of Breath of Eons?

medium Click to reveal answer

It flies forward, applies temporal wounds (11% of ally damage copied), and grants 5 seconds of Ebon Might. Use at pull start for maximum group damage.

13:11

Why should you not use Breath of Eons on low health targets?

medium Click to reveal answer

The target may die, causing no damage from temporal wounds to be dealt.

16:19

What are the recommended stats for Scale Commander?

hard Click to reveal answer

Crit and haste are most important; mastery over versatility.

36:18

How can Augmentation players measure their damage effectively?

medium Click to reveal answer

Augmentation damage is not shown on standard meters; use Warcraft logs with advanced logging to see actual contribution.

38:24

💡 Key Takeaways

💡

Support DPS Concept

Clarifies that Augmentation is a DPS spec that amplifies ally damage, a unique role in WoW.

00:44
🔧

Ebon Might Extension Mechanic

Core to the spec: maintaining uptime on Ebon Might through specific spell usage is the primary rotational goal.

01:39
🔧

Breath of Eons Synergy

Explains how to align cooldowns for massive burst damage via temporal wounds and ally coordination.

13:11
⚖️

Resource Management Philosophy

Emphasizes using cooldowns early even if not perfect uptime, to maintain overall throughput across pulls.

31:05
📊

Damage Measurement Challenge

Highlights a unique pain point for Augmentation players: invisible contribution on standard meters.

38:24

[00:02] augmentation. This video is meant for anyone coming in either before pre- midnight wanting to get into augmentation evoker. I will do my best changes in case you're here in midnight. [music] I really don't expect too much

[00:18] to change from here till midnight outside of things like damage values. if you would like to follow along. Do note that there are major differences between the stats of chrono warden and scale commander play styles, but if

[00:32] you're just trying to get your feet wet, both will do for following along. My name is Bowser the healer. Subscribe if you like this kind of content and let's you like this kind of content and let's get right into this one. Augmentation is

[00:44] a support DPS spec and that it both does large amounts of personal damage and it supports its allies with buffs that enhance their damage. You are a damage dealer, not a healer or some new kind of support role. You are in fact a DPS, but

[00:58] a large amount of your damage is done through your teammates and helping them out. While the usual trappings of DPS are here, AUG plays a bit differently. It's more about timers, keeping large amounts of uptime on your big buffs,

[01:11] getting high usage and damage out of your moves so that you can keep the buffs rolling. Everything on AUG eventually falls out of sync. But going even when things start to get a bit weird, and that is the fun part of

[01:25] AUG for me. Being flexible and making your damage work for you and your team, no matter the situation. Now, while we follow along, just know I'm not going to go over every single move in crazy detail, but I am going to do my best to

[01:39] try to have the tool tip up on screen in case you'd like to stop the video and read it. Your major core skill that everything revolves around with augmentation is your Eban might. This 1.2 second cast time, 27 second cool

[01:53] down increases your four nearest allies primary stat by 5% of your own primary stat and causes you to deal 22% more damage for 11.1 seconds. Do note it doesn't give them intellect. It gives them whatever their primary stat is. It

[02:09] only affects up to four allies at once, and it does not affect tanks or healers, which is new since it was first released. So, you might not notice, but affecting the other DPS with your Eb and Might. Eruption, Breath of Eons, and

[02:25] your empowered spells extend the duration of all of these effects. When cast while moving thanks to hover, you'll get a fancy little bar underneath your mana bar that says how much time is remaining. As you cast spells, you'll be

[02:39] able to extend that timer and keep it rolling. And part of your job as augmentation is to keep this rolling as long as possible by using various damage spells and proc based moves in an attempt to kind of keep things going.

[02:52] When you fall off, you'll be stuck doing other forms of damage while you wait for your avid might to return. Let's start with the primary buffs and whatnot that major damage rotation because most of your buffs are a part of your major

[03:05] damage rotation. So, it won't be too weird to be doing damage and buffing your allies at the same time. Your mastery on augmentation says that casting an empowered spell grants shifting sands to one ally, preferring

[03:18] damage dealers and increasing their versatility by mastery percentage for versatility by mastery percentage for 11.1 seconds. Now, versatility, if you don't know, is the damage stat. It just increases your damage by a flat

[03:30] versatility percentage and decreases damage taken by half of the versatility stat. This is the PvP stat if you were curious. And this stat in its own right isn't always super high on a lot of specs, maybe tanks and some healers.

[03:44] However, giving someone versatility, like a flat versatility percentage, does just mean you are raw, increasing their damage by that amount. So, if your fire mage gets your versatility buff from your mastery, that means they're going

[03:57] to receive a flat 5.8% damage increase for simply existing. So, that's a pretty powerful tool. Note that the empowered spell, the moment it goes off, will give it to the nearest DPS that you are around. And if there are no DPS in

[04:11] range, it will find its way to a healer or a tank. So, if somebody goes down in the middle of a fight, it isn't like a completely useless buff that you're not able to get out on anyone else. Now then, let's go over some empowered

[04:23] spells. The first thing to mention about these moves is that even with something you cast while moving, you cannot cast while moving and use something like fire breath. You'll cancel the cast. That is how empowered spells work. They also

[04:37] level you desire to get the effect that you want. However, note that every something different. So, you're going to want to know depending on what evoker spec you play, what charging up does. Let's start with fire breath. This move

[04:52] has a 27 second cool down with the way we're talented [music] and it does a whole bunch of damage up front and then a damage over time. That amount changes level one does the least amount of upfront damage and instead puts a 24se

[05:06] second dot on the target. However, if you were to charge it up to level three, immediately up front and then you'll do the rest of that damage over 12 seconds. This can be a little confusing. [music] If you're playing during midnight or

[05:20] during pre- patch, a level one or a level two fire breath is going to be all you need to use more often than not. Charging up all the way will have its uses as you optimize. However, realistically, having fire breath is

[05:32] called molten embers that I'll be going over in more detail. But essentially, if your black magic damage will be increased. So, this means that it's a the target. If you are playing in the short period of time before the prep

[05:48] patch comes out, charge up fire breath all the way because molten embers is currently based on how long you charge fire breath where in the future it's just going to be fire breath on the target. So that's the only nuance to

[06:00] that right now. So if it's before January 20th, charge up your fire breath every single time. If it's after January 20th, you can charge it up based on the situation. And having a fire breath on the target's going to be a boon as often

[06:13] as possible. Our second and final empowered spell is upheaval. This is a black magic spell that will knock up all targets in the area. It's your largest hitting move. It does volcanic damage, and of course, the more you charge it

[06:27] up, the bigger the move gets. So, this is a knockup for all targets in the radius, which is quite powerful. Now, I do want to note one thing to remember about upheaval and knockups is that let's say everyone in their mother stuns

[06:41] a target. eventually that target will become relatively immune to being become relatively immune to being stunned. Knockups and knockbacks do not have this effect. You can knock up a target that is susceptible to knockups

[06:53] or knock backs as many times as you want. This means that upheaval is always useful in stopping abilities from going off. It's not an interrupt, mind you, being said, if you would like to launch something to the moon, it is entirely

[07:08] then jump up and hit it with tail swipe if you ever want to troll your friends just a little bit. Next up on our list is eruption. This causes a violent eruption beneath an enemy's feet, dealing a large amount of volcanic

[07:22] damage split evenly among the targets and the target struck. This is a very simple move. However, it does use your unique resource of essence which does recover just over time based on your haste. And then furthermore, you might

[07:35] which we're going to hope we get a proc of relatively quickly. And an essence burst will make it not cost essence to cast the spell. And there's a 20% chance So if you ever get a bunch of these back to back, something like that might have

[07:51] happened. Now, let's reiterate really quickly. Your whole goal is augmentation is to keep your eb and might running. So, if we cast Evan Mite and then use seconds out of each empowered spell and then an additional second every single

[08:06] eruption cast. Our goal is to try to keep it going as long as possible, which can be a little hard. And of course, you will eventually run out of time. But that's okay. When you do finally run out of time, it's up to you to decide, do

[08:19] you want to pull your resources for the next step in might. A lot of the times, it's a good idea to pull for the next step in might. However, at the end of a pull or if something absolutely must die, you might change how you feel about

[08:32] that. And that is the hard part about AUG is figuring out, do I want to spend some more resources here or do I want to hold for the next major rotation and order. You're going to see this when I talk about rotations later. So, it's up

[08:46] to you to kind of decide what's the best way to spend your resources in the current state of the pull. Now, let's talk about our builders, or rather they're more like fillers. Living Flame and Azure Strike. Both of these moves

[08:58] have a 20 and 15% chance, respectively, to give you an essence burst, making your next eruption cost no essence. That being said, depending on your talents, you might prefer one move over the other, depending on if you're an AoE or

[09:12] single target, or how much time you have to attack, or can you attack while them, and I'll talk about the nuances later. Living Flame will be the one you use primarily in single target or in two-target cleave if you're a chrono

[09:25] target spell. What's not to love? And do note that we're not in empowered spell territory. So all the spells that are not empowered like living flame or eruption can be cast while moving after hover. Azure Strike on the other hand

[09:38] can be cast while moving because it's an instant cast move. This will hit two or three targets depending on how you're talented and has a 15% chance to get an essence burst. Now, that being said, one of the talents will make it so that

[09:50] there's a potential echoing strike where it'll strike multiple times in a row. All of those extra hits do also have a chance to give you an essence burst. So, talents, but we'll go over that nuance later. Once you get an essence burst, if

[10:05] Ebon might is running very often, I will then try to hit an eruption. However, resources for the next Ebonite. So, maybe I just try to get two essence burst and call it a day. Oh, final note about Azure Strike. Azure Strike will

[10:18] slow the target. So, if you do need to slow something, Azure Strike is a good one to go for. Now, let's move on to Prussions. This is pronounced Prussions, by the way, but I always remember how to spell it because it's pre-science. I

[10:30] is 11-second recharge move with two charges. Grants an ally the gift of foresight, increasing their critical copying their damage and healing spells at 15% power for 19.9 seconds. affects

[10:46] the nearest ally within 25 yards, preferring damage dealers if you do not have an ally targeted. That's a lot of words. First of all, it's talented to do a whole lot of things. It's always providing that 3% critical strike

[10:58] chance. And while it does prefer damage dealers, and if you're not targeting a them out to players. And if somebody already has oppressions, it'll try to find someone new to give it to. But also, you can put this on a healer or a

[11:11] tank. I actually highly recommend you put it on a healer if you know you're there isn't a healer out there that doesn't want free 3% critical strike micromanage this, thankfully you don't have to. Scale commander players, just

[11:26] know you're sometimes the best target for that 3% precience. So you might want to target yourself right before a major damage window. Fate mirror below it is that echoing a percentage of the damage done occasionally copying their damage

[11:39] and healing spells at 15% power for roughly 20 seconds. Preions also has a 35% chance to grant you an essence burst. This is a pretty big deal as the other moves are 20 and 15%. So it's a very high chance that using your preions

[11:54] will give you an essence burst. Now how do you use this and when do you use this? Well, when you're walking up to a pole typically you have a moment to set up. I like to hit hover, right? Tap my precences while I get in position. Then

[12:07] I hit my EB and might and I do my standard rotation. And my precences can moves. Once you're done casting all of your essence spells and you kind of run out of juice, I really like hitting my precences to see if I'll get an essence

[12:20] burst because that's a perfect time to go back and try to get some. So, right now, I have one more eruption to cast. I'm out. I cap suppressions. Oh, look. I get another one. Sweet. Right. And now I go back to swinging and get ready for my

[12:32] next eb and might window. Right. Eb and might. Maybe I precious before I use my spells. Empowered spell. Empowered spell. And by the time I'm done with all of these essence burst and all this essence that I've accumulated, I'll have

[12:45] another precience ready to go. And I've also gotten a lot of these buffs out on getting extra damage from this critical strike chance you're giving around, but you're also able to fund your own cooldowns and moves a little bit better.

[12:58] It's a very useful spell and I highly recommend using it on pre-pole or when you start running out of gas. All right, let's talk about Breath of Eons. This is depending on whether you're playing in pre- patch, you're playing at midnight,

[13:11] furthermore, scale commander and chrono warden are going to do things a little one nice and slow. This is your technical 2-minute cooldown, although you might see it as 1.8 minutes up there. You fly forward just like deep

[13:25] breath or dream flight, exposing temporal wounds on enemies in your path for 11.1 seconds and granting eb and might for 5 seconds. If you don't have eb and might running, this will give you 5 seconds of eb and might. And if you do

[13:38] have eb and mightite running, that's okay. You'll just get an additional 5 seconds. It is possible to start your rotation with breath of eons. Usually, I use that when I know I can get an eb and might out after pressing some of my

[13:50] other moves like maybe my empowered spells. But just note, hitting Breath of Eons then using your other spells can be a little cursed if you don't have a way to get your extensions up into your next Eban might. But that's a technical

[14:02] detail for later. That temporal wound you're putting on your opponents says that 11% of damage dealt by allies affected by Eban might is copied as additional arcane damage to enemies. This is a really powerful effect, and if

[14:16] ramping up and blowing something up, this is a great way to do a lot of group damage. Now, it also gives us a million buffs depending on the way we talent. One of the ones I didn't take, by the way, will mean the first three enemies

[14:30] struck get hit by eruptions, which is pretty crazy. First of all, imminent destruction says after we use Breath of Eons, the essence cost of eruption will be reduced by one, making it go from two in this talent build to one. And it

[14:43] increases its damage by 10% for 15 seconds after you land. And the after you land part's important. You can fly around for a moment, then hit the floor like you're going to lose time because you decided to hit more enemies. Then, a

[14:58] talent that I love taking and I'll likely take in Midnight as well, but you'll know depending on the talents I have down below. Breath of eons grants you Fury of the Aspects for 15 seconds, even if you're in exhaustion. This means

[15:11] if you've used blood lust recently, you can still get 15 seconds of blood lust. If you are in blood lust, you will extend blood lust by 15 seconds. But here's how that's going to look. Let's do a full proper poll. I'll be going

[15:23] just a moment, but we'll start with an E and M might. Then we'll fly up in the air. I'm going to tip the scales fire breath. I'm going to upheaval. And then I'm going to put as much damage as possible into this window

[15:37] possible into this window and then it'll all explode. Now, it person's doing it. However, when everyone's contributing to this, at least all of your damage dealers are contributing to this, it can be a lot

[15:50] lot of damage and it's a very fun moment for the augmentation player. Now, the tricky part about this is when do players do the most amount of damage in a pull? Now, outside of some execution windows, it's typically the start of a

[16:05] think you can get massive value out of it, or there's just a ton of enemies and you think it'll detonate, you can use it kind of whenever, but the start of the pull is almost always the best. Now, one beginner trap that you might run into,

[16:19] do not Breath of Eons a low health target. The low health target will die, and if the low health target dies, no damage will be dealt. This is why it's so important to use your Breath of Eons as a damage moment and not for any other

[16:33] reason or you'll simply lose all of the value on that target. Now, if you'd like to skip ahead to rotations as you're ready to start pressing buttons, go for it. However, I am just going to quickly go over a couple of our utility buttons.

[16:46] you to read on your own because this is the beginner's guide and I don't want to spend 10 million years here. But let's go over some utility. First of all, if your emerald blossom's going to light up. This means that congratulations,

[16:59] they gave you victory rush for whatever reason on AUG. It'll do a lot more healing. So, if you need a very powerful heal and this button's lighting up, your Emerald Blossom will do a lot more for you if you recently secured a kill. Your

[17:11] Verd Embrace will jump and heal a target, but feel free to use this on yourself. For defensives, your obsidian scales is a nice 30 to 40% DR depending on your hero talents. Two charges at a 1.4 minute recharge. Renewing Blaze will

[17:24] be going away in pre- patch and be baked into your obsidian scales. So for now, it's a 54 second cooldown soon to be attached to your obsidian scales. 100% of damage you take is healed back over 8 seconds. This is not affected by mortal

[17:39] wounds effects, but it's also not boosted by healing effects. It just 100% of damage taken is raw healed back over 8 seconds. While in that window, you take them. You hear me? Always take them. one is a 54 second that gets rid

[17:54] of all bleeds, poisons, curses, and disease effects and will heal if it does anything like that. Also, if there's nothing to use it on, you won't waste the cooldown, so don't worry about missing your dispel. Your standard

[18:06] dispel is the standard 8 something second, but it's 7.2 here. Expunge poison effects. You remember you don't have a magic dispel. You are not a healer. Note that you have blood lust, fury of the aspects. Make sure I I say

[18:21] because who doesn't love rainbow dragons? Your blistering scales is a tank buff. Highly recommend you make sure this is always on your tank. There put it on someone else, but it's going to give them a percentage of your armor,

[18:35] which is a very powerful thing to give a tank. And as the blistering scales explode, that damage is accredited to your tank, meaning it does help with snap threat as well. Tail Swipe is one of your primary knockups. It'll knock

[18:48] things straight up and a little bit outwards. Wing buffet is your other one. It's going to knock things relatively backwards. Tip the scales is a massive buff on Chrono Warden. Otherwise, this move just makes your next empowered

[19:00] spell cast instantly at its highest level, which is incredibly useful for hitting a quick level three or level four fire breath. But do know, Chrono Warden players, this is an extremely important buff for you. So, you're going

[19:12] carefully. where scale commander players, you can use this one a little more haphazardly and just kind of use it where you want it and you're probably fine. There are some optimizations here, but I'm not going to trouble you with

[19:24] them here. Your kick is 18 seconds as augmentation. You do have access to a revive and Zephyr is a 2minute or a 1.8 minute cool down that reduces area of effect attacks by 20%. That is 20% avoidance. And just note with avoidance,

[19:38] it doesn't work on anything, but imagine damaging air or a bomb or like a circle effect on the ground. That's all avoidable effects. So Zephyr can work on some really strange things. There are even moves that are debuffs that hurt

[19:52] the target that can't be affected by Zephyr, but while the attacks going out, it is zepherable. So the impact damage of the spell that's hitting you putting the dot on you can be zephyr. It's a very weird move, and you'll just have to

[20:04] learn where it goes. Also, just to note, you have blessing of bronze. This is your raidwide buff. It gives people a 15% reduction in their movement speed ability. This is great for you as it makes your hover a little bit shorter of

[20:16] to go through every single other move. You do have rescue where you can pick this is a beginner's guide, so play around with these things and have fun. think the next thing we're talking about are the changes coming to Midnight.

[20:32] Midnight does have a couple of changes. They're very much worth going over here. Some of these are going to be for you uh pre- patch enjoyers on January 20th. And you when you get to midnight. And let's talk about those. The apex talents are

[20:45] the new feature to all classes that go to 90. These apex talents are really powerful. There's four points of talent points you can put into these nodes. And how the ones work for augmentation is pretty exciting. You create a duplicate

[21:01] of yourself after casting Breath of Eons. That means that they're going to cast a bunch of eruptions, fire breaths, and upheavalss, striking the enemies while you're also striking enemies. You can extend your duplicate the same way

[21:13] you extend eb and might. Just note that eb and might itself doesn't seem to affect how long they're out and it seems to just be things like breath of eons, fire breath, upheaval, and eruption. What's great about this is that you

[21:26] working with your duplicate is a very important part of augmentation, but it might just change how long you're willing to keep them around or when you little bit longer. Maybe it would be suboptimally in some situations, but

[21:42] having your duplicate cast one more big spell might be worth it. It's going to be fun and pretty easy to manage. Look forward to using that in Midnight. Now, Midnight, but one of which is Molten Embers. Molten embers, as of right now,

[21:57] enemies to take up to 40% increased damage from your black spells based on the empowered level. As of pre- patch and in midnight, this will no longer be changes I'll have you all go and check

[22:12] out on your own, but the new page and the new talents on evoker and on augmentation are pretty good, well thought out, and I think it's honestly a pretty well-tuned spec in terms of how it's been made so far. And thus, I'm not

[22:26] changes. They might make some talents stronger or weaker, but a lot of what you've learned here will apply basically unless they rework the whole spec, which it doesn't sound like they're doing anytime soon. Let's cover the

[22:40] augmentation rotation. Now, I did go over a bit of extensions earlier, but just as a quick refresher in case you didn't go to that part, Eban might and Breath of Eons can both turn on your Eban might and also extend your Eban

[22:53] and Eban might comes off cooldown, you can feel free to press it and gain all of that extra time and continue blasting. That being said, otherwise seconds, your fire breath will extend it by 2 seconds, and your eruption will

[23:09] extend it by one. Let's start with a no cooldown or a no major cooldowns pull. Let's say we're running up to the pole. I'll typically hit precience once on an ally, once on myself. Then I will hit Eban might. I will full charge the fire

[23:21] breath if I am playing before pre- patch. I'll land my upheaval as big as it needs to be. And then I will send all of my eruptions out using every single resource I have left. Once I've exhausted all of those, I'll send out my

[23:35] living flame to use my leaping flame, get my prefances off cooldown again, and then try to get another extension. Once I'm near the end of that though, I might store the rest of my essence burst for the next round. Now, here comes the next

[23:48] round. Here comes my Ebonite. Here comes my fire breath. And notice that my upheaval isn't quite ready yet. So, I'll cast an eruption. Then, I'll land the upheaval, and I'll go back. As we continue this pull, you're going to

[24:01] notice that we become more and more out of sync. That is because eruption will reduce the cooldown of upheaval, but you might not get as many eruptions every single round of your cooldowns. So, you might end up in this situation where,

[24:14] okay, I have nothing left, so I'll press some buttons. I'll hit my eb and mightite, charge up my fire breath, and now I'm going to press eruption for a little bit, trying to get my upheaval off cooldown. Now I can get the upheaval

[24:26] off cooldown and continue going. You'll continue to desync as the pole goes on. So you might want to hold your fire breath or you might want to fire out a few extra eruptions so that your upheaval comes off cool down a little

[24:39] with that. You'll hit this point where you're waiting just a little bit longer and okay, I'll get these upheavalss out. I'll try to get an essence burst. Sure, maybe I use it here. Fine. Eb and might. We want to get it running now. Okay, you

[24:53] little more in sync. And that's not a bad thing because now I'm going to get a nice and good extension on this window, etc., etc. You're going to have to figure out depending on how much longer the pack is living, how many extensions

[25:08] you wish to go for or when it's finally time to cash out and kind of let your resources gather back up for the next pull. But in case I haven't said it in this section already, your eruption is the safest move to dump. If you want to

[25:21] about your essence is that it recovers relatively quickly. Essence burst isn't too hard of a proc to get. And of course, it will all come back by the end finishing up and you don't want to hit E and Might again. By the time you spent

[25:36] all your eruptions, get to the next pole, hit your preions twice, use your EP and bite, hit both of your empowered spells, you probably got all of your essence back. So, don't ever feel bad about that. Now, onto the Breath of Eon

[25:49] do this and I'll explain to you the two ways I like to do it, but more or less make sure you get to use both of your empowered spells roughly around your breath of eons and try to always make sure your upheaval lands within your own

[26:04] breath of eons. Here's the logic. By sending out your Ebid might, then using your fire breath, then using your breath of eons, then using your upheaval, you're going to get one shifting sands out, your breath of eons out, and then

[26:17] largest hitter move inside of your Breath of Eons. That's kind of a great setup to give a lot of damage out to your teammates. However, that might be confusing and there are also going to be times where having the full charge fire

[26:31] just having a fire breath in your Breath of Eons period might be worth the damage. I'm not sure which one of those is technically better as I've gotten and it kind of depends on your teammates. I'm going to let you know

[26:45] right now, any order is fine as long as the upheaval is in the breath of eons empowered spells out and as many eruptions as possible in said Breath of Eons. So, I'll make this one easy for an example, but feel free to experiment

[27:00] start the pre-pull with my preferences, right? Maybe I'm hovering getting ready for the pull. Eban might breath of eons. I'm going to press it again to stop. charge up this fire breath for the war within pre-

[27:14] patch or before the pre- patch. Full charge the upheaval and then slam some essence burst eruptions and normal eruptions back to back into that breath of eons window. Now I still have blood lust from hitting breath of eons. So I

[27:27] get to cast back to back for a while and after hitting breath of eons my eruption which really helps the extensions. Ebanite is back up. I press it. We're gonna do a level one for the sake of

[27:40] anyone in Midnight, right? Just kind of get the fire breath on the target, hit the eruption or the upheaval, and then continue spamming eruptions for as long as the game will let me. This is ultimately how you play the spec. And

[27:54] every time you fire breath and you charge it up or you do a level one, flame. Leaping flame says that you'll throw out additional living flames based breath. at least get one of these living flames out to get rid of your leaping

[28:09] flames and then depending on whether your chrono warden or your scale commander or whether you're running um echoing strike here or pupil of alextrazza will change what you do afterwards. But that being said, that's

[28:22] about all there is to it. Now, I do want to show you as this cool down comes up breath of eons so you know what that looks like. If you're going to use power pots or if you're going to use things like uh trinkets that increase your main

[28:35] stat, I highly recommend doing that before you hit your breath of eons so that everything that gets put in there is enhanced by your main stack going up. By the way, in case you're curious, your eb and might does work retroactively.

[28:50] So, if you were to say power pot and use a trinket while in your eb and might amount of stats that everyone's receiving the moment you press it. So you don't have to worry about any old mechanics like snapshotting here. So

[29:03] let's actually go over that. Here's the one where I will split the fire breath and the upheaval. So pre-pole, we're going to hit our precances, get our hovers going. Eban might power pot trinket. I'm going to full charge fire

[29:17] breath for you pre- patch players or pre pre- patch players. Then the upheaval will get me as much damage as possible. get my teammates to put as much damage as they can fit inside of the breath of eons's window as well. And it still

[29:32] maths out to being a good amount of damage. Get all these eruptions out of me. Get rid of the leaping flames and then try to get some more extensions going. Now, one other thing to talk about is tip the scales. Tit the scales

[29:47] because it means you get your leaping flames, but then your damage over time window drops because for the new molten embers coming at midnight, that might be suboptimal. Tip the scales does work on both, but my favorite use of tip the

[30:01] scales is on upheaval because it instantly makes it the largest size. This makes it much easier to hit lots of mobs at the start of a pull and you don't have to stand there charging it up to make sure you hit everything. if

[30:14] you're playing before the pre- patch of the war within or pre pre- patch as I just said it charging up fire breath all the way is the way to go. So feel free to send the tip the scales on that. But honestly even if you mess that up I

[30:26] difference between sending the tip the scales on one or the other unless it was a pure singlet target raid scenario. And that's not even going to be true in Midnight anymore. So use your tip the scales if you want to be able to cast

[30:40] kind of while on the move or if you want to shortcut knocking up all the enemies as quickly as possible. That might be a good use for it. If you're playing you kind of want to make sure that tip the skills is always going with your

[30:52] breath of eons. But given the current state of chronow, a lot of you will likely be playing scale commander. And thus that's why this has been geared you are playing Chrono Warden, the only change you do here is make sure your tip

[31:05] the scales happens in your Breath of Eons's window so you can get as much damage out of it as possible. Let's talk about damage optimization for a moment as the most important thing on augmentation is more is more. This is a

[31:20] players where the more uses of something augmentation, I need you to think about, can I get 70 to 90% of the effectiveness of this cooldown. The reason for this is

[31:34] that you can't just think about one pull. You need to think about all of the polls you might have in a dungeon. So, let's say we cast eb and might in the last 5 or 6 seconds of a pull. Then, it takes us a couple of seconds to get to

[31:47] the next pole. If Eb and Might isn't up for another 10 or 12 seconds, you've now probably lost a significant chunk of uptime on your Ebanite, you've lost a significant portion of your damage, and you're not buffing your allies during

[32:00] potentially one of the highest damage windows available. The start of a pull is always the most amount of damage. Most players tend to also follow the rule of I would like to get 70 to 80% effectiveness out of a cool down. So,

[32:14] typically speaking, missing that window is a pretty big deal. You can be a couple seconds late. Don't worry about it. But it's more at the end of a poll going to press another EB and might? Am I going to use this empowered spell, or

[32:28] value out of it? If you're not going to get roughly 70 to 80% of that value, it your eruptions and waiting for the next pull. And speaking of, your eruptions

[32:40] are the move that you really want to make sure you spend all of before the end of a pull because essence comes back kind of quickly and essence burst is When you're at the start of a pull, you're hitting ebanite, you're getting

[32:52] your prefances out, you're hitting your empowered spells or maybe even your breath of eons, then your empowered spells, and that's a lot of time for you to get all of your essence back. So, if you're like, "Oh man, I really want to

[33:04] don't want to press ebonite." and just throw out all your eruptions. I promise you it's going to be worth it. Now, I don't want to go over the hero specs in too much detail as realistically this is a beginner's guide and I would like you

[33:17] to explore some of these things for yourself as you learn the spec. But very uneven and there's a chance that the balance does come back into order, it's worth going over it just a little bit. For now, scale commander is going

[33:30] to be my recommendation during the war within. If pre- patch and midnight bring balance that lets Chronowarden come back up in power, that's going to be awesome pretty unique and they ultimately run off the same core fundamentals so you

[33:44] can swap between them very easily. However, I hate hurting anyone's feelings who is really excited about Chrono Warden. It is kind of viable right now. Just make sure you're playing with a group of absolute blasters in

[33:56] that it performs better than you might have expected, but I still think scale don't quote me on that cuz I haven't checked logs in a minute this season for how they're doing in raid. That being said, the main differences you need to

[34:11] keeping the eb and might running. And it's very important to keep it running because you get bonus stats, extra precience length and all sorts of goodies down here. Your chronoflames are an upgraded living flame which is why we

[34:24] take pupil of alextrazza. So you throw out two living flames instead of one living flame. Your empowered spells will also send these out at enemies and you get some flat haste depending on how many targets you hit with your upheaval.

[34:36] the cooldown of your empowered spells by temporal burst means that when you hit tip the scales, your haste, move speed, and cooldown recovery rate are increased by 30% and that'll tick down for 30

[34:50] seconds, losing 1% per second. On the scale commander side of things, when you hit an empowered spell, your next eruption will hit three targets instead of one. If there aren't three more targets to hit, your eruption will be

[35:03] compensated by doing extra damage per missing target. That being said, this do this. You're going to go fire breath, you're going to go upheaval, and then lot of times. So, you're going to do this all the time. When you do [music]

[35:16] this, you're going to mark a target for bombardments. So anyone on your team can hit a bombardment proc and a drath will come flying through and bomb the target for you. You're going to cool down your breath of eons pretty significantly. It

[35:28] might even turn into a roughly 1 minute cool down with wing leader. And you can extend how long those bombardments are on the target by using essence black spell damage. You're going to get 20% increased damage from bombardments

[35:41] be doing extra damage. You can steer your breath of eons now. Yeah, that's right. you actually fly it around and a whole lot of other things. Scale Commander is all about fitting as much of your damage into a small window as

[35:53] possible, but it's not like a really uncomfortable window. It's just slower than Chrono Wardens. And I honestly do recommend Scale Commander as it's one of my favorite fantasies and it's fun. But when both of these are balanced, they're

[36:05] both extremely fun to play. So, I hope we in the future get a shot at playing both of them. As for the stat weights, in case I didn't do this earlier in the video, Chrono Warden wants high crit with a high mastery and maybe some

[36:18] actually drop the haste pretty low on Chrono Warden as its base speed is unbelievably fast. On the scale commander side of things, crit and haste are your most important stats, and mastery and versatility are never a bad

[36:31] thing, but I would prioritize mastery over versatility. However, let's say you million versatility or something like that. It's fine. It's just better to have crit. So, if you can convert that versatility into crit, that'll do good

[36:44] for you. But the haste is way, way, way more important on scale commander as it the haste goes a really long way to letting you really extend those windows and get as much value as you can. Let's go over some tips and tricks before we

[36:59] end for the day. Movement and positioning on augmentation is pretty your DPS. Make sure you can give them their buffs. And yes, making sure you're in the right position is a nice way to increase your uptime, right? Less time

[37:13] worrying about movement, more time blasting. That's good for your damage and good for your buff upkeep. But more importantly, your hover has two charges. place if you don't wish to go flying in a direction, and you can stack the buff.

[37:29] flight time. And because your mastery increases that flight time, you can use this to move around for quite a long while on augmentation. Don't take it for granted. The better you position, the better your life will be. Also, target

[37:43] acquisition on Odd can be a little weird. These larger mobs that you find in dungeons, they tend to push the smaller mobs out and away from them. on top of each other. This is a bit of a problem as moves like upheaval will

[37:58] generate from the center of the mob, meaning there are some large enough mobs that are basically going to eat your entire upheaval and thus you're going to Don't feel bad as AUG for swapping off

[38:10] of a pryo target just to make sure your upheaval actually hits everything. You target afterwards. And this is sort of some bad news, but it's ultimately right now, but AUG damage is not displayed on the meters. like your

[38:24] teammates are doing more damage. So, I guess in a sense that is displayed on the meters, but for the official meters in Midnight and for current add-ons such as details, it's impossible to see just how much damage you're actually doing.

[38:38] This can be a little annoying. You have to use Warcraft logs and upload a log and enable advanced logging and all that other fun stuff just to know if you're doing it right. However, if your own personal damage is high, and you're

[38:51] extending your windows, and you're getting your buffs out, you're probably actually doing okay. Just remember when you're playing AUG that it can be a things right or wrong until you check logs, and one log is probably not going

[39:04] to do it. As let's say you're playing with some really bad DPS teammates, well, then your damage is going to be low. When in theory, your damage could teammates weren't blasting. But don't just blame your teammates. you can

[39:18] So, make sure you're just getting practice in with the rotations, you're not ruining your windows, and you should be good to go. I hate telling you this, but don't worry. I have also provided this feedback to the development team.

[39:32] something cool like we can see on the meters how much we've helped our teammates out with their damage. I think that would be really, really fun as an AUG player. But that's going to do it for this one. Thank you all so, so much

[39:44] about Augg, feel free to ask them down below or feel free to stop by stream. If you see me tanking or healing, I can always talk AUG. I absolutely promise. Have a good one and I'll see you all

[39:57] Have a good one and I'll see you all soon.

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