Evoker - Specialized Water
The community gave this build a rating, making it top-tier: Great
Focused on: Support, Healing and Condition cleanse
Designed for: WvW Zerg
Difficulty:
Easy
This build was last updated on October 30, 2025 and is up to date for the October 28, 2025 patch.
Overview
Channel powerful staff skills many times frequently to heal and cleanse your allies
Skill Bar
Staff
Staff
Utility
Variants
- Weapons
- Dagger/Warhorn
- Dagger/Dagger
- Utilities
Specializations
Template Code
[]
Equipment
Head
Minstrel
Minstrel
Shoulders
Minstrel
Minstrel
Chest
Minstrel
Minstrel
Hands
Minstrel
Minstrel
Legs
Minstrel
Minstrel
Feet
Minstrel
Minstrel
Backpiece
Minstrel
Minstrel
Accessory
Minstrel
Minstrel
Accessory
Minstrel
Minstrel
Amulet
Minstrel
Minstrel
Ring
Minstrel
Minstrel
Ring
Minstrel
Minstrel
Staff
Minstrel
Minstrel
Sigil
Sigil
Staff
Minstrel
Minstrel
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Consumables
Usage
Quick Guide
- Specialized Water Evoker is a secondary support with very high healing and cleanse but low boon output
- Use to revive downed allies
- Cast and immediately any time they are available
- will reduce your weapon skill cooldowns whenever you use a Familiar skill
- Use the following skill priority to maximize casts
- Use any time you don't have two weapon skills with less than 2s cd after casting
- Use or any time you need extra condition clear
- Use when you can hit both enemies and allies or the CC would be valuable
General
- As soon as you get 25 stacks of and get out of combat, swap back to the set without it
Surviving
- This build has moderate passive defense
- This build has no mobility skill access
- This build has low active defenses
Defensive Skill List 
- - Stunbreak
Priorities
- High
- Healing/Condition Clear
- Moderate
- CC
- Low
Detailed Explanations
Glyph of Renewal
- Under General Options / Combat/Movement turn on Allow Skill Retargeting and set Ground Targeting to Instant Cast, this will make cast at the location your cursor is at the end of the cast, instead of where you initially targeted
- Focus on reviving allies who are far away with , don't waste the skill on players that can be hand rezzed.
- If a downed ally can be safely revived by other means don't use
Healing/Condition Clear
- Your Familiar skill will be charged for every 2 weapon skills used, make sure not to waste any skills by casting them while it is charged - use off cooldown
- Using will reduce all weapon skill cooldowns by 2 seconds
- Your Familiar skill swaps to an ultimate skill after three uses of the regular skill
- Using the ultimate skill will reduce all weapon skill cooldowns by 6 seconds
- Try to charge your Familiar to 1/3 before fights start so that you can cast each weapon weapon skill once then
- counts as two weapon skills casts for charging your Familiar
- You Heal and Condition Clear on every Blast Finisher via and
- generates significant condition clear with and
- Use the following skill priority to maximize casts
- If you see a good opportunity for one of your skills feel free to adjust its place in order, you don't need to follow this strictly
- should always be cast between every though
- should always in a Combo Field to Blast
- Ideally use it on the Water Field created by , ,
- Keep in mind that the Blast Finisher effect from comboing a Water Field activates where you blast, not on your character
- Your own fields have priority for combo finishers
- The most recently applied Field has priority for Blast Finishers, try to avoid blasting when you could blast a Water Field instead
- Ideally use it on the Water Field created by , ,
- and have a high range, cast them on your group even if you aren't on top of them for some reason
- Keep in mind the long duration of , try to use it when your group will be in it for a long duration
- should be cast on your group for , don't worry about the other effects
- Use whenever you don't have two skills with less than 2s CD remaining after using your Familiar skill
CC
CC Skill List 
- Use your CC when:
- Your group calls a spike such as Wells ()
- On top of enemy downs (while alive enemies are on top of them)
- Enemy groups move defensively while your group is pushing
- Prioritize hitting your allies with but land the
Float on enemies too if you can do it at the same time - uses the Earth Familiar ultimate skill before following up with . This makes it ideal for times when your group is pushing into the enemy group
- grants
Resistance around the player when casting , not where the skill is targeted
Settings
- Under General Options / User Interface check Always show squad health bars and Always show party health bars. These will make it much easier to keep track of who needs your support.
- Also under General Options / User Interface turn on Thick party health bars
- Thick squad health bars can be used too as a matter of personal preference, but is not recommended for large numbers
- Under Squad Options uncheck View as a grid. This will allow you to keep track of your allies' boons, conditions and health, enabling a better decision-making and skill management.
Ratings
Trading a bit of boons from Heal Tempest to nearly infinite healing with Evoker
Sacrifices majority of heal staff tempest utility for significantly increased healing and some increase in cleansing.
Comments
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