Evoker - Celestial D/D Toad Roamer
The community gave this build a rating, making it top-tier: Great
Focused on: Hybrid damage, Control, Sustain and Mobility
Designed for: WvW Roaming
Overview
An extremely durable Celestial Evoker roaming build with great damage and mobility, built around the Toad familiar and its synergy with .
Skill Bar
Template Code
Specializations
Equipment
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
x6
x18
Second set: you may have noticed a Focus on the second set, this one's for the tryhards. While Elementalists can't swap weapons in combat, they can still stack Bloodlust on random PvE mobs before fights using the second set then switch back to the first set once they're ready to PvP. The Bloodlust stacks will remain active without the need to sacrifice a sigil slot on the PvP set. It's enough to put 1 weapon into the second set as they'll inherit the missing one from the main set. If you have no intention to stack Bloodlust before fights then you don't need the 2nd set! It's not mandatory.
Equipment Changes
Runes
- - better boon duration and more of a focus on Power bursts. Use Mighty infusions.
Consumables
Food
- - Ascended food which boosts all of your stats much like Celestial gear while also reducing incoming strike damage.
- - provides a general stat boost just like the other Ascended food, but reduces incoming condition duration instead of strike damage. Could be a good option if you're struggling against conditions more than Power-based damage.
- - extra endurance regen and
Might stacking, also has synergy with Relic of Rivers.
Utility
- Either , , or .
- Budget: either from Canned Food Crates found in WvW s or purchased from the Permanent Portable Provisioner.
YouTube
Usage
Evoker basics
- Evokers gain access to a new skill slot, this is where you select your familiar. Here we chose Toad for extra CC and improved sustain.
- Using skills gives you charges - at maximum charges you get to use the base special ability of your familiar - .
- Trait procs count for building charges too! Including the on-dodge abilities of .
- Calcify itself is building charges of a different kind. After every 3rd use of Calcify, you gain access to an empowered version of the skill: .
- While your familiar cannot be targeted, it is an entity present in combat. It means that the Toad itself is executing the F5 skills, you only command it to do so. If you command it to Calcify while Seismic Impact (SI) is active, Calcify will override and cancel SI! The Toad can't multitask.
General
- You can build charges for even out of combat. If you want to give yourself a slight edge, build up a full charge with random skill spam before mounting up.
- drastically reduces the CD of . You can swap back from any attunement. Your Earth weapon skills can't really keep up with this, but that is often sceondary - what matters is reaping the benefits of the defensive trait procs, more on that later.
- Your elite is a one button burst combo that almost always finds good value. It unleashes the empowered version of every familar's attack, all at once at the target location. It's good for bursting multiple targets, CCing them, or even healing up:
- Hare will do for burst damage.
- The Toad will CC targets and limit their movements by locking them inside a stone circle.
- Otter will heal and create a water field you can blast for even more healing.
- Fox adds some extra damage.
- The build doesn't really have ranged options, so the Earth ring produced at the center of is often your best tool for stopping enemies from fleeing, or locking them in place while you close the gap in general.
- is both defensive and offensive - the instant CC can be used to pressure enemies or interrupt their attacks.
- This skill has very important synergy with both and .
Defense
- The insane amount of damage mitigation is what makes this build stand out, which is carried by Earth attunement.
- Swapping to Earth gives us:
Stability and
Protection- which makes us immune to critical hits, allowing us to tank multiple Power builds at once for a few seconds
- Further mitigation from
- Barrier from (if you swap in melee range of an enemy)
- Attuning to Earth for the passive benefits before quickly swapping out without even using a single weapon skill is completely fine to do, especially if you're CC'd with no stunbreak available and you're forced to tank damage.
- If you're getting pressured a lot, every second attunement you enter should be . You can also do this if you're new to the build and want to play it safe, but this does tend to slow your damage down a bit. If you're trying to pressure a target and aren't feeling threatened, take risks.
- gives you 4 seconds of critical damage immunity on entering Earth and 1 second upon leaving Earth. These do NOT stack! If you leave Earth too soon you could override a longer Stone Heart with a shorter one.
- It's often overlooked but destroys projectiles. It's one of the lowest CD anti-projectile skills in the game, and a great tool against ranged enemies that you should use as often as possible, sometimes even outside melee range for defensive value.
- Almost every attunement has an evade frame, these can all be used to evade attacks even while
Immobilized:
- on Fire
- on Air
- on Earth
- Water is your second best attunement for sustain, and your best one when it comes to condition cleansing.
- , and all have good healing values.
- You can gain a
Frost Aura to transmute both from skill 3 and 4.
- You can gain a
- While Earth is your strongest attunement to swap to for mitigation, Air and Water also have options, namely (the stun can give you some breathing room) and (provides damage mitigation). Both of these are instant and can be used while stunned.
- is not to be underestimated, especially against multiple targets. A single CC can heal you for ~1k, per target.
- Every utility skills is poverful in its own right:
- gives you more
Stability plus barrier for extra mitigation. - is very similar to Armor of Earth, also granting Stability while providing mitigation in the form of a short block. The
Resistance is also good for fighting soft-CC like
Chill or
Immobilize. - can get you out of trouble by teleporting away.
- gives you more
Condition removal
- Condi cleansing is the weakest point of the build, but far from being a problem.
- does much of the heavy lifting, passively keeping condition levels manageable. This can proc once every 9 seconds on attunement swapping.
- is your mass cleanse, feel free to use it for condi removal even if you don't need the healing.
- It's very important that this skill is secured. The long cast time makes it easy to interrupt, and you can crumble under condition pressure if that happens. Swapping to Earth for
Stability or using one of your utility skills that grant this boon is highly recommended. - With a little luck you can also line this up with a
Quickness proc from , significantly reducing the cast time.
- It's very important that this skill is secured. The long cast time makes it easy to interrupt, and you can crumble under condition pressure if that happens. Swapping to Earth for
- is your backup in case none of the other options are available, or if you don't need a mass cleanse.
Doing Damage
- Most of the damage comes from Fire, followed by Earth, Air, and finally Water.
- Everything on Fire hits hard, and you can use them in almost any order. The only thing to keep in mind is that should only be used on
Burning targets, but skills 2-4 all apply burning so that shouldn't be hard to achieve.
- applies burning both on initial cast and on crossing the ring. It's beneficial to fight at the edge of the ring, where the odds of enemies crossing it are higher.
- Earth has 3 combo tools that benefit from being used inside , granting you either
Might or
Fire Aura.
- 's
Immobilize and 's CC are both great at setting up hard hitting skills, like . You can even go skill 3 ⇒ 4 ⇒ 5 - CC sets up Churning Earth, immob sets up the CC.
- The immob of is great at securing more important CCs like or .
- is a very important part of the build. If enemies don't have an answer to it, the ring can trap them for you to pressure while the Toad CCs them.
- Every CC skill procs and , these add significant damage over time.
- Demon Queen not only improves your condi variety, but also adds significant healing reduction to the build with good uptime. This is quite useful when fighting other high sustain builds.
- Draining offers armor ignoring damage that also heals you.
- is able to proc these every few seconds.
- Consider using before bursts if you're going for the kill if you aren't feeling threatened and can afford to sacrifice a defensive utility. The
Resistance lets you ignore conditions like
Blind and
Weakness. Combined with the
Stability from traits, you should be unstoppable (unless the enemy has boon removal).
- can also be used offensively, allowing you to burst or CC targets from range.
Related Builds
- Evoker - Condi D/D Toad - sPvP version of this WvW roaming build.
Ratings
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