Evoker - Power Air DPS
This is a test build. You may comment and rate it.
Focused on: Direct damage
Designed for: Raids and Fractals
Overview
A power DPS build for Evoker that features an actual power burst.
This build can be somewhat simplified (see trait and gear variants below) - the core rotation remains the same, but you don't need to be as precise. This simpler build loses a fair amount of burst, but equalises after ~25 seconds.
Skill Bar
Template Code
Specializations
- For an easier build (or for players that don't own Janthir Wilds), you can use and adjust your gear as detailed below.
Equipment
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
x18
- You overcap on crit, so you can swap some pieces to
Dragon stats if you want more health - don't drop below 60% crit chance though. This is a minescule DPS loss.
Inferno variant
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
x18
Consumables
Food
- or ascended versions
Utility
Usage
The cooldown reduction from specialising in Air essentially allows this build to play a Fresh Air rotation while still benefiting from .
Every three weapon skills will charge .
Rotation
The Opener requires you to be fast in order to get down in time to combo with and start building up stacks of . If you struggle to do this (or if you can't pre-cast on the boss), swap the position of the first two steps.
If playing the variant, move up to step 4 of the opener to trigger . The rotation is mostly the same, but you don't have to worry about reliably comboing for .
If you don't have a charged at the start of a fight, you can use to charge it before you begin. Note that the opener also uses , but it's not such a big DPS boost that you should make your team wait for the cooldown so just skip those steps.
Opener
- , and during the cast
- , and during the cast
- , and during the cast
- , and during the cast
- , and during the cast
- , or if running
- , and during the cast
Fire
- Autoattack, and use when the buff expires
- just before Dragon's Tooth comes off cooldown
- , and during the cast
Air 1
- If you're fast and no utility cooldowns are available, you'll need to briefly auto here so that Earthquake is off cooldown when you swap
Earth
- (if available)
Air 2
Water
- (if available)
Air 3
- Return to start of Fire
- Throughout the rotation use and whenever they're available. will interrupt , so delay using it for ~three seconds.
- Use other skills off cooldown, but with lower priority than weapon skills:
- Use and off cooldown.
- Use off cooldown when in (if running ), or (if running ).
- If running , use off cooldown when in .
Ratings
Comments
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