Blizzard has unlocked the new Dracthyr Caller class with the second pre-patch phase. Players can therefore create their own personal dragon and choose from two specs: damage or healing? This is the question that many players who have made their first flight laps with their Evoker are currently asking themselves.  

Probably the biggest innovation in World of Warcraft: Dragonflight is undoubtedly the new class. For the first time in six years, players have the chance to try something completely new. Like the Demon Hunter - or Death Knight or Monk before it - the Callers bring quite innovative playstyles that are quite different from those of the standard classes. So what to do for an easy entry into the new class? Read a Rufer guide, for example.

Rufer-Guide: Acting from the middle distance

The Dracthyr Callers combine a new race with a new class. The dragons wear chain armor in both specs and focus on ranged combat. Here, however, already with a big innovation: both the healer and the damage dealer act from a distance of 30 meters. Other ranged classes like Elemental Shaman or Shadow Priest fight from further away. Above all, players are required to do a little rethinking when starting with the new Rufer class. Positioning yourself correctly is a relevant building block when trying to master Devastation (DPS) or Preservation (Heal). 

First of all, one thing should be clear in this Rufer guide: the Dracthyr are extremely mobile and must also use this mobility on the battlefields in a goal-oriented manner. The callers provide healing and damage with several spells even while moving. The class shows its strengths especially when players are forced to change their position quickly. Especially in mythical instances, in raids and in PvP, the Evoker can fill a real gap and enrich the group with the new style of play. 

Talents like “Deep Green Embrace” are especially useful. This allows you to quickly fly to an ally and trigger a heal at the same time. On the other hand, "Rescue" is even more helpful - it allows players to grab an ally and fly them to a different position. This gimmick can also be used profitably in hectic battlefield situations - provided the timing is right, you can even positively influence the raid healing or raid DPS. 

The spells of the Evoker can be roughly divided into color classes:

  • Bronze Color: Healing spells to prevent damage 
  • Red: Damage spells as DoT or AoE 
  • Blue: Damage spells as a magic cleave - this can be used to attack one to three targets
  • Green: Direct healing spells and healing over time as known from other classes
  • Black: Mixed or defensive skills

Before you can even tackle the first raids, you have to get your Dracthyr to level 60 - and then to level 70. There are no special tricks in the Rufer guide to WoW: Dragonflight either – it's quick anyway. The Dracthyr start at level 58. 

The Dracthyr have a number of racial skills, including several quite useful advantages. Like the Demon Hunter, Callers can glide with a press of the spacebar after jumping. The dragons are also interesting for crafters: with the "Sharp" eye, you have a slightly higher chance of finding rare resources when collecting them. The 2,5 percent bonus on mastery is also not to be scoffed at.

All Dracthyr Racial Skills:

  • Awakened: Increases mastery by 2,5 percent

  • Keen Eye: Increases Perception by two percent (rare resources more likely)

  • Wing Strike: Knock enemies away (minute and a half cooldown)

  • Glide: Similar to Demon Hunter

  • Tail Sweep: Knock up enemies within eight yards (minute and a half cooldown)

  • Sailing: Take to the air and fly (three/four minute cooldown)

  • Known Skies: Sail cooldown reduced by one minute on fully explored continents

  • Changing Appearance: The Dracthyr can assume humanoid form.
What gear can a Caller wear?

Callers wear chain armor, so they share the loot primarily with shamans. As an Evoker, you can choose from almost unlimited weapons: you can use staffs, swords, daggers, axes, maces and fist weapons. 

What makes the Rufer particularly suitable for groups?

The summoner has four useful skills that can be used to serve the group. For example, "Rage of the Aspects" increases the speed of all group and raid members by 40 percent for 30 seconds - agreement is also required here - for example with shamans or magicians. With Blessing of the Bronze, players reduce the cooldown of party and raid member movement abilities by 15 percent for an hour. "Floating" is also practical, with which you can cast most spells for a period of almost ten seconds while moving - there is also a movement boost of 30 percent.

Ultimately, Deep Breath is a cool, practical move. You fly a longer distance and damage enemies along the way. At the same time, the movement-free effect applies. 

The mechanics of empowerment are also particularly exciting for players. It is a new type of spell that can be charged. This changes the effects or you simply intensify the damage output. 

Caller: Play Devastation or Conservation?

Basically, the decision between devastation or preservation is a personal one, which even the Rufer Guide cannot easily answer. It's about the preferences when playing with the classes and of course about the questions of whether you would rather play a heal or damage dealer in World of Warcraft.

In XNUMX, when Caller Healer you can heal your allies with green spells directly or over time. The bronze-colored spells, on the other hand, provide protection and thus damage reduction. Depending on the situation, there are advantages: in raids, the green healing dragon is a great help. In mythic instances, on the other hand, the group benefits significantly more from the protective properties of the bronze healing dragon. 

The good compromise with Caller-Keeper is actually its balance: the dragon heals on individual targets just as efficiently as on the group. He doesn't have any major weaknesses, but he doesn't stand out with a specialization either. Due to the reduced range, it takes some practice to be able to heal well and effectively with the summoner in the right situations. You have to think ahead - knowing the bosses and their mechanics is essential. Almost more than other healing classes.  

Caller Healer Core Talents: Trauma Breath - Reversal - Dream Flight/Stasis - Rewind - Verdant Embrace - Cauterizing Flame - Zephyr - Time Press - Tyrannical Roar

The Rufer damage dealer however, is significantly more specialist than its healer counterpart. The Dracthyr trumps especially when it comes to area damage, which makes it a valuable ally, especially in Mythic+. The devastator can also do solo damage, but much less effectively than other DPS classes. 

The highlight of the Devastation Caller is the mechanics around the DoT effect of fire breath. The damage over time effect must be maintained on all targets in order to optimize their DPS output. The essences generated are invested in disintegration (fights against one or two targets) or in pyres (from three opponents). With Dragon Rage, Eternal Surge and Shattered Star you can really hit it. 

The empowerment of spells is also central to DPS callers. You have to master this special trick. Depending on the situation, you increase the area of ​​effect or increase the damage - it always depends on the spell in question. 

Caller Damage Dealer Core Talents: Natural Convergence – Dragon's Rage – Eternity Surge – Iridescence – Shattering Star – Feed the Flames – Tyrannical Roar

Basically, both the healer and the damage dealer of the new Rufer class play in a similar way. If you can do one, it is not difficult to learn the other skill. Good talent distributions are already emerging, but it remains to be seen how the points will be distributed in the meta-game. Especially since it can be assumed that Blizzard will still turn one or the other screw. 

Last updated on 25.05.2023/XNUMX/XNUMX / Affiliate Links / Images from the Amazon Product Advertising API. * = Affiliate links. Images from Amazon PA API