Evoker - Quickness Support Condi Fire DPS
Overview
Fire Evoker is a hybrid
Quickness DPS that plays like an advanced fire wizard.
This build provides ample
Quickness but is very limited in terms of other boons or utility. You offer ~65%
Fury, and 16+
Might from , , blasting fire fields and fire elementals.
Skill Bar
Skill Variants
- In shorter fights, will do more damage than . The elementals will pull ahead when you get three of them, so if you're able to precast some it will be even stronger.
- As a support, you should be willing to swap out skills for utility. Typically you want to swap out /, as provides your
Fury and almost all your
Might, while deals almost as much damage as but is significantly more reliable.
- is probably the most notable utility choice as it provides decent uptime of
Protection and the short block can be handy too. This skill gains even more value if you use as it can then provide
Stability.
- This skill provides an alternate way to trigger , so you could swap the for a for marginally more DPS (but don't bring the utility just for that).
- is probably the most notable utility choice as it provides decent uptime of
- You can bring extra support with , or by summoning in a different element before the fight starts - Water is the most useful as is a powerful heal even with no investment in healing power.
Template Code
Specializations
- is a tiny DPS loss, and would allow you to provide 100%
Fury uptime, though it's very rare that you would need to. - is a small DPS loss and gives you access to
Aegis, as well as
Stability if you use .
Equipment
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
x6
x10
x8
- is required as you otherwise lack a means to trigger .
- While you only need ~15% boon duration to maintain
Quickness, provides you with a large overcap for a minimal DPS loss.
Consumables
Food
Utility
Usage
The rotation revolves around , utilising the cooldown reduction from each / to spam weapon skills, which in turn charges / faster! These skills generate
Quickness around you.
Every two weapon skills will charge .
Be aware that will interrupt itself and if cast too quickly in succession, so try to leave yourself ~one second in between casts. This is most relevant when using to recharge so try to use one other skill in between s.
Rotation
If you don't have a charged at the start of a fight, you can use to charge it before you begin.
Begin with as many elementals summoned as you can.
It is possible you will start the fight with a different number of Empowered Skill charges, so may activate sooner. This is a DPS loss as there is a natural gap after the opener where the additional cooldown reduction would be valuable. Additionally, the cast time of is longer so you want to leave almost three seconds before activating again, which would lead to lost casts as all your skills are available in the opener. You can reset your Empowered Skill charges by using a non-combat tonic.
Opener
- , and during the cast
- - make sure you have at least 10
Might before using this - ⇒
- - if you're very fast, you may need to use a single auto here to prevent interrupting itself.
Rest of the Rotation
- For the rest of the rotation, prioritise weapon skills, while using off cooldown.
- Use as soon as you can, but leave ~three seconds afterwards before casting another .
- Don't delay weapon skills for their charge.
- When you don't have weapon skills, use utilities with the following priority:
- - remember to use one extra skill before casting again
- has no cast time so it can just be used off cooldown.
Ratings
Comments
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