Invocator - Wand + Staff PvE Build (DPS)
- Great Healing
- Good Damage
- Good Utility
- Low Mobility
- Off-meta
- Stationary Gameplay
Overview
Wand and Staff PvE build which provides great DPS while maintaining good healing capabilities even though it cannot be compared to a proper healer. The Staff offers the main burst damage of this Invocator build while Wand abilities like Touch of Despair offer good DoT damage throughout a fight while still being capable of healing your allies and yourself with
Swift Healing.
This build is also available as a Healer alternative:
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Attributes
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Strength and Dexterity are the most important stats for this build. Focus on these early to boost damage. Keep adding points as your gear improves to get better crits, stronger heavy attacks, and some HP. Aim for 50 Strength and stack Dexterity. Perception and Wisdom are less important but still useful.
Skills
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Make sure to upgrade your main damaging skills like Judgment Lightning,
Serial Fire Bombs and
Infernal Meteor and
Inferno Wave. You should try to upgrade these earliest to help with leveling and your self-sustain so you don't run into trouble when grinding contracts or looking to improve your character. Keep in mind however that
Infernal Meteor requires omnipotence books so don't upgrade it until you have all other skills at least purple level 1.
The Invocator Wand DPS skills aren't doing as much damage as the staff skills but should still be secondary when it comes to upgrading as Corrupted Magic Circle,
Time for Punishment and
Touch of Despair are good for helping burn down enemies.
As far as healing skills go, Fountain of Life is perfect for healing your tank or even yourself when you are trying to stay in a position to deal damage without having to actively heal.
Swift Healing on the other hand is great for emergency healing yourself or your party when dropping too low.
Equipment
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These are the first items you should strive for through the leveling period as they are very easy to get and upgrade or trait as needed. However, you shouldn't try to trait these items too much as you won't be spending too much time playing with this setup before you start changing pieces into the Midgame. The green accessories however are very easy to trait as you can craft many of them quickly in order to get the correct traits so you should consider traiting them until you change into purples.
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This is the gear you should transition to once you're leveled to 50 and start grinding gear. It is comprised of gear you can get either from co-op dungeons or by completing your Litograph book, they are relatively easy to trait up and you will spend most of the time wearing this set before advancing into the late game so traiting these items is important and should be your main focus.
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This is the current endgame gear you should aim for, and while it isn't easy to acquire, it offers great power without the need of acquiring archboss gear pieces. However, items like Swirling Essence Robe or other archboss drops are superior but difficult to acquire for the majority of players. If you do manage to get the archboss gear for your build, feel free to use them over the gear shown here.
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Weapon Masteries
Damage![]() |
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Bonus Damage![]() |
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Curse Damage![]() |
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Damage![]() |
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Skill Damage Boost ![]() |
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Mana Regen![]() |
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Cooldown Speed![]() |
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Wisdom![]() |
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Skill Heal![]() |
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Melee Defense![]() |
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Added Attack Speed ![]() |
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Magic Critical Hit Chance ![]() |
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Melee Evasion![]() |
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Cooldown Speed![]() |
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Skill Heal![]() |
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Buff Duration![]() |
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Mana Regen![]() |
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Heavy Attack Chance ![]() |
Mana Regen![]() |
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Weaken Chance![]() |
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Mana Cost Efficiency ![]() |
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Max Mana![]() |
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Cooldown Speed![]() |
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Curse Duration![]() |
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Weaken Chance![]() |
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Magic Hit Chance ![]() |
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Skill Damage Boost ![]() |
Melee Defense![]() |
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Mana Regen![]() |
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Mana Cost Efficiency ![]() |
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Magic Hit Chance ![]() |
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Melee Evasion![]() |
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Mana Regen![]() |
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Mana Regen![]() |
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Melee Defense![]() |
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Silence Resistance![]() | ||
Mana Regen![]() |
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Damage![]() |
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Magic Hit Chance ![]() |
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Magic Critical Hit Chance ![]() |
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Damage![]() |
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Mana Regen![]() |
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Skill Damage Boost ![]() |
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Cooldown Speed![]() |
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Bonus Damage![]() |
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Cooldown Speed![]() |
Mana Regen![]() |
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Weaken Chance![]() |
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Burning Damage![]() |
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Max Mana![]() |
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Magic Hit Chance ![]() |
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Burning Chance![]() |
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Weaken Chance![]() |
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Wisdom![]() |
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Magic Damage Dealt ![]() |
Wand: Invest 9 points in Weaken to significantly improve your damage effectiveness. Allocate 9 points to Recovery for faster cooldowns and better overall sustainability. The final point goes into Damage to increase your output.
Staff: Place 9 points in Destroy to cut cooldowns and increase damage output, a vital boost for this build. Then, invest in Attribute to enhance burning damage and chances and magic damage dealt. Finally, use the last 1 point in Mana for a a bit of defense.
Rotations
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- Start the boss fight by using
Infernal Meteor and
High Focus then apply
Touch of Despair before continuing by placing a debuff on the boss with
Time for Punishment.
- Continue your damage rotation with
Serial Fire Bombs followed by
Inferno Wave before using
Judgment Lightning (two times) and re-applying
Touch of Despair. Then, use
Corrupted Magic Circle and explode your curses using
Curse Explosion.
Fountain of Life: You should use this skill to keep your tank and melee DPS healthy throughout the fight, allowing you to use your other skills to heal ranged DPS and yourself.
Swift Healing: This is the perfect skill for single target healing and can be a great panic button that helps you stay alive.
Inner Peace: If playing in a coordinated group with a Bow user, you can ask them to use
Nature's Blessing to boost your mana regen and make this spell recharge all of your mana. Timing it is important so make sure to ask them to let you know when they use
Nature's Blessing.