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: Healing, Support and Utility
Designed for: Raids
Overview
Evoker can provide either
Quickness or
Alacrity via its choice in familiar, though water (and thus
Alacrity) is the more natural fit for a healer build.
Unfortunately it has a bit of a shortfall in
Might, so you need to be careful with build setup to ensure you're providing all you can.
Skill Bar
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 can be swapped out for different utility:
- is a ranged heal, condition cleanse and partial revive, on a fairly short cooldown.
- provides CC and some sustained healing from the autoattack.
- offers CC, and an extra blast finisher to trigger .
- is an instant revive, with slightly different benefits depending on the attunement it's cast in.
- is one way to cover the shortfall in
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
- does a little bit of everything, but it is perhaps most useful for CC, providing 500 defiance break.
Template Code
Specializations
- The traits in the first column of Water are pretty inconsequential, so pick whatever sounds best.
- The grandmaster in Water is also optional .
- is nice as you can't provide permanent
Vigor, so this gives you access to more dodges.
Specialization variants
Earth is not great on Evoker as you rely on Arcane for
Protection, so this locks you into using Dagger/Warhorn and . You will also need to either use the otter familiar or to maintain
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.
Make sure to use .
Equipment
Harrier
Harrier
Harrier
Harrier
Minstrel
Harrier
Minstrel
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
x6
x18
- If the other boon provider can't help you immediately provide 25
Might, you could use . - This setup has some toughness from
Minstrel stats pieces. They can be swapped to
Harrier stats or
Magi stats if you do not wish to tank. - If you're tanking, you can switch as many
Harrier stats pieces to
Giver stats as you desire. - The is a minor heal, so you could replace it with something like a .
- Players without Secrets of the Obscure can use - 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 from , 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, should be able to provide the missing ~11 stacks without much issue.
- With Staff, the best option is to structure your loop around blasting with and . You can do this every loop, which is easily enough to maintain
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
- can provide ~3
Might per elemental, so it is also an option, particularly once you reach three.
Your opener is influenced by the desire to get
Might up to 25 stacks quickly:
- Precast - this will blast after a short delay so if you're quick you can place a fire field before it does so
- and (if using) for more blasts. You can also use ⇒ if you won't need the
Stability before it's available again.
Other Boons
The basic concept is to cycle through all four attunements using key skills for boons:
- On Staff: for
Regeneration, for
Swiftness, and ⇒ for
Stability. - On Warhorn: for
Might and
Fury, for
Regeneration, for
Swiftness, and for
Protection and boon extension.
Healing
As a Staff Elementalist build, you have a lot of healing through weapon skills in . Consistent healing comes from and while you are using Frost Bow. Burst Healing comes through .
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 . Don't hesitate to use this if needed, it has quite a short cooldown.
Your Elite Skill, allows you to summon an Ice Elemental that can use . 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 in Water
If using , all your blast finishers are heals (assuming they combo):
- and
- On Staff: and
- On Dagger: and
- On Scepter: and
- On Warhorn:
Crowd Control
- (Conjure Frost Bow): 300-400 defiance break
- : 100 defiance break
- (Water Elemental): 150 defiance break
- (Staff): 200 defiance break
- (Warhorn): 150 defiance break
- (Warhorn): 150 defiance break
- / (Dagger): 100 defiance break
Ratings
Comments
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