Build Difficulty: ● ● ● ○ ○
优点
- Fluid rotation
- Strong bursts
- Plenty of utility
- Easy to learn
缺点
- High mastery curve
- Fast paced rotation
[&DQYaGxEpUCZiHXQAix0AAHcdAAAdAQAAah0AAAAAAAAAAAAAAAAAAAAAAAADWQBWADEAAA==]Build Difficulty: ● ● ● ○ ○







Heal Evoker is a Secondary Support focused on providing Healing, Condition Cleanses, and Auras to allies.
Evoker's unique mechanic is the Familiar. As our F5 skill, we will be using
溅射冲击 to massively Heal allies at critical moments, while also getting a passive Heal increase buff due to
魔宠威勇. Familiar's passive skill has no Cooldown, but you must obtain six charges to use it :
洪水倾泻, an empowered version of the Familiar's passive skill.Heal Evoker generates Might, Regeneration and Protection but also can fill in Stability when needed.
Using Blast Finishers in Combo Fields will Cleanse Conditions from allies thanks to
金刚石肤, but also largely Heal them due to
卡拉科萨古物. It is vital to rotate our Blast Finishers Cooldowns efficiently.
Your main goal is to rotate through your Attunements to refill your Familiar's skill as much as possible, maintain Aura uptime alongside boons, Condition Cleanses, provide burst Healing and defensive utility to your group when needed.
Lastly, you can also Revive any Downed allies with
复元雕文.
洪水倾泻 is one of your strongest Cooldown, providing a massive burst of Healing and Condition Cleanse. You gain access to that skill after charging three times your Familiar's Passive, . helps speeding up that process by instantly refilling once our passive skill.
Air Attunement brings the very powerful Crowd Control with its high Range and 10 targets cap; Earth Attunement also has access to one with .
Earth Attunement combo → must be used whenever its possible for extra Stability to our party.
is your elite skill, granting Resistance to allies while casting every Familiar's Active skills. You should use it to get another off, but also for the decent Crowd Control from .
A big part of your Healing comes from which Heals when performing a Blast Finisher in a Combo Field. Water Attunement will greatly help us aswell with to get massive huge Heal bursts.
| Source | Notes | Usage |
|---|---|---|
| Heals when performing a Blast Finisher in a Combo Field | Use or to activate it. Rotate their Cooldowns and aim your Blast Finishers where the squad needs the most help. | |
| Massively Heals burst around you. | Keep this Cooldown to instantly resustain after high incoming pressure. Preferably keep this skill for when you aren't in Water Attunement, since you won't have many Healing sources. | |
| Pulses Heal at the aimed area in a 240 Radius. | Try to properly aim this skill to reach allies that need help. Mind using your Blast finishers in this Water Combo Field if you are able to. | |
| Regeneration | Mostly comes from and . | Keep reapplying this boon to as many allies as possible. |
A big part of your Condition Cleanse comes from when performing a Blast Finisher in a Combo Field, but we still have various sources to deal with heavy pressure :
| Source | Notes | Usage |
|---|---|---|
| Removes Condition when performing a Blast Finisher in a Combo Field | Use or to activate it. Rotate their Cooldowns and aim your Blast Finishers where the squad needs the most help. | |
| Massively Removes Conditions around you. | Keep this Cooldown to instantly cleanse allies after high incoming pressure. Preferably keep this skill for when you aren't in Water Attunement, since you won't have many Condition Cleanse sources. | |
| Pulses Condition Cleanse 3 times, with a 3 seconds interval. First pulse happens instantly. | This is our main Water Attunement Cooldown, so we will use it carefully and usually match it with enemy big Cooldowns, especially if they are playing compositions based on conditions. | |
| Removes 1 condition when entering Water Attunement. | This furthermore improves our burst of support when entering Water Attunement, and instantly helps allies while we cast other important Cooldowns. | |
| Instantly Remove Conditions on cast. | Use this skill when your squad needs help and try to space it with your other Cooldowns to avoid having downtime. |
can be used to Revive your Downed allies. The skill changes depending on what Attunement you in.
provides :
provides :
provides :
provides :
is a group Stun Break that also Remove Conditions and increase our outgoing Healing on the affected allies.
Use the following skills to Evade or reposition yourself:
Keep in mind and respectively grant Aegis and Resistance, two excellent defensive boons when you and your allies get in trouble.
| Skill | Defiance Damage | Source |
|---|---|---|
| 400 Range | Staff: | |
| 2 Seconds | Staff: | |
| 50 Range | Staff: | |
| 2 Seconds | Specialization Skill | |
| 2 Seconds |
溅射冲击
Your utility skills can be changed around depending on the fight and your squad's needs. Though, it is adviced to always keep
复元雕文, aswell as a Stun Break if you need it to survive.
流水纹章 can be slotted for additional Heal and Condition Removal.
蟾蜍坚韧 if your sub-group desperately needs another Stability source.| Air Attunement | Default Keybind |
|---|---|
2 | |
3 | |
4 | |
5 |
| Earth Attunement | Default Keybind |
|---|---|
2 | |
| → | 3 → 3 |
4 | |
5 |