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Evoker - Boon Support Healer

This is a rough draft. Once adequately written, it will progress to the testing stage, where it can be rated by the community. You can help by proposing changes with a comment.

Focused on: HealingSupport and Utility

Designed for: Raids

Expansions required: Visions of Eternity builds

Difficulty:
TBD

This build was last updated on November 12, 2025.

Overview

Evoker can provide either Quickness Quickness or Alacrity Alacrity via its choice in familiar, though water (and thus Alacrity Alacrity) is the more natural fit for a healer build.

Unfortunately it has a bit of a shortfall in Might Might, so you need to be careful with build setup to ensure you're providing all you can.


Skill Bar

Staff
Utility


Weapon Variants

Players that own Secrets of the Obscure can use Warhorn paired with either Scepter for range or Dagger for extra healing.


Skill Variants

Utility
Any skill except Fox's Fury can be swapped out for different utility:

  • Signet of Water is a ranged heal, condition cleanse and partial revive, on a fairly short cooldown.
  • Conjure Frost Bow provides CC and some sustained healing from the autoattack.
  • Arcane Wave offers CC, and an extra blast finisher to trigger Relic of Karakosa.
  • Glyph of Renewal is an instant revive, with slightly different benefits depending on the attunement it's cast in.
  • Glyph of Lesser Elementals is one way to cover the shortfall in Might Might, with each elemental able to provide ~3 stacks in an AoE, but if you can't precast three of them the ramp up will be very slow.


Elite

  • Elemental Procession does a little bit of everything, but it is perhaps most useful for CC, providing 500 defiance break.


Template Code

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Specializations

  • The traits in the first column of Water are pretty inconsequential, so pick whatever sounds best.
  • The grandmaster in Water is also optional .
  • Renewing Stamina is nice as you can't provide permanent Vigor Vigor, so this gives you access to more dodges.


Specialization variants

Earth is not great on Evoker as you rely on Arcane for Protection Protection, so this locks you into using Dagger/Warhorn and Toad's Fortitude. You will also need to either use the otter familiar or Otter's Compassion to maintain Regeneration Regeneration.

However, if you don't need to fully cover either of these boons, or don't need any free utility slots, Earth provides more personal survivability, condi cleanse, and a small amount of extra Stability Stability.

Make sure to use Powerful Aura.


Equipment

Head
Harrier
Shoulders
Harrier
Chest
Harrier
Hands
Harrier
Legs
Minstrel
Feet
Harrier
Backpiece
Minstrel
Accessory
Harrier
Accessory
Harrier
Amulet
Harrier
Ring
Harrier
Ring
Harrier
Staff
Harrier
Sigil
Sigil
Rune
x6
Infusion
x18
Relic
  • If the other boon provider can't help you immediately provide 25 Might Might, you could use Relic of Altruism.
  • This setup has some toughness from Minstrel stats Minstrel stats pieces. They can be swapped to Harrier stats Harrier stats or Magi stats Magi stats if you do not wish to tank.
  • If you're tanking, you can switch as many Harrier stats Harrier stats pieces to Giver stats Giver stats as you desire.
  • The Sigil of Superior Sigil of Water is a minor heal, so you could replace it with something like a Sigil of Superior Sigil of Paralyzation.
  • Players without Secrets of the Obscure can use Relic of the Monk - the difference between the two isn't that large.


Food & Utility

Food

  • - standard ascended choice.
    • - budget/standard non-ascended choice.


Utility

  • - standard utility choice.
    • - last resort/budget utility choice if you lack Boon Duration.


Usage

Might

You can maintain ~14 Might Might from Fox's Fury, but that's about all you have, so if you're the main provider you'll need to find other sources:

  • If you have access to Warhorn, Heat Sync should be able to provide the missing ~11 stacks without much issue.
  • With Staff, the best option is to structure your loop around blasting Lava Font with Eruption and Ice Spike. You can do this every loop, which is easily enough to maintain Might Might if you don't miss any - you actually only need one, so you could use the other blast for a water field outside your opener. The downside is that this still only leaves you at 20 stacks after the opener.
    • Most boon providers can supply the missing five, but in the event they cannot, you may wish to consider Relic of Altruism
  • Glyph of Lesser Elementals can provide ~3 Might Might per elemental, so it is also an option, particularly once you reach three.


Your opener is influenced by the desire to get Might Might up to 25 stacks quickly:

  1. Precast Ice Spike - this will blast after a short delay so if you're quick you can place a fire field before it does so
  2. Eruption
  3. Fire Attunement
  4. Lava Font
  5. Water Attunement
  6. Ice Spike
  7. Arcane Brilliance and Arcane Wave (if using) for more blasts. You can also use Magnetic Aura Transmute Earth if you won't need the Stability Stability before it's available again.


Other Boons

The basic concept is to cycle through all four attunements using key skills for boons:


Healing

As a Staff Elementalist build, you have a lot of healing through weapon skills in Water Attunement. Consistent healing comes from Water Blast and Water Arrow while you are using Frost Bow. Burst Healing comes through Geyser.

Additional healing can come from blasting water fields, but you don't want to do this if you're relying on.


Healing Utility is mainly Signet of Water. Don't hesitate to use this if needed, it has quite a short cooldown.

Your Elite Skill, Glyph of Elementals allows you to summon an Ice Elemental that can use Crashing Waves. This is another huge, short cooldown heal that can be used to burst your subgroup back up to full.

You can also dodge to trigger Evasive Arcana in Water Cleansing Wave


If using Relic of Karakosa, all your blast finishers are heals (assuming they combo):

  • Arcane Brilliance and Arcane Wave
  • On Staff: Ice Spike and Eruption
  • On Dagger: Frozen Burst and Convergence
  • On Scepter: Dragon's Tooth and Phoenix
  • On Warhorn: Sand Squall


Crowd Control

  • Deep Freeze (Conjure Frost Bow): 300-400 defiance break
  • Arcane Wave: 100 defiance break
  • Crashing Waves (Water Elemental): 150 defiance break
  • Static Field (Staff): 200 defiance break
  • Tidal Surge (Warhorn): 150 defiance break
  • Cyclone (Warhorn): 150 defiance break
  • Shocking Aura/Transmute Lightning (Dagger): 100 defiance break


Ratings

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