Author Topic: Alpha mini-guides: Evoker  (Read 619 times)

Bryan

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Alpha mini-guides: Evoker
« on: May 06, 2017; 05:38 PM »
Disclaimer: As 2038 progresses, much of the info in these guides is very likely to, or even bound to, not apply in the future. The purpose of these guides is to highlight how classes differ from their Global/SP counterparts, so as to provide leveling testers with more efficient ways to test later content.

Edit: Added spoiler tags for easier reading. Added screenshots of some unknown/TC-exclusive items mentioned, but the limit of 4 attachments per post may cause some to be misplaced.


What's the Evoker now?

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Key differences with Global

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What's still broken.

  • Blink.
Just like its Summoner counterpart, the skill still doesn't have its normal range, teleporting the player miles away. While a very amusing and efficient map-traversing option, the skill can be very difficult to accurately use in combat.
« Last Edit: May 07, 2017; 02:41 AM by Bryan »
"Dream big and crash often"
-Omerta

List of Global class guides.
The above guides may be obsolete for vanilla SP, but they may still hold true to an extent for some mods and 2038.

Bryan

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Re: Alpha mini-guides: Evoker
« Reply #1 on: May 06, 2017; 05:38 PM »
Gear

The most distinct difference in gear for Evokers comes in the form of the Feral armor line. Beyond a shadow of a doubt, this armor line is by far the superior choice for any direct damage-dealers, the only exception being elemental effect-focused Evokers. Namely, it provides:

  • 18% inherent base crit
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  • 33% added damage
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  • -33% power point penalty
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The Feral armor line aside, previously secondary properties on gear that may now be of much more use include:

  • Shrapnel.
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  • +Damage against caste/+damage/increases damage.
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  • +Elemental damage and +elemental strength.
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  • +AA/+WILL/+ACC
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  • +power/+power regeneration
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Foci

Contrary to Global, 2038's Evokers have 3 notable options for foci, each designed for specific purposes. Of course, all foci can equally benefit from Novas, but Glyphshards' 2 max slots make them the least suited ones for this approach.

Ripshards

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Glyphshards

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Bloodshards

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« Last Edit: May 07, 2017; 02:38 AM by Bryan »
"Dream big and crash often"
-Omerta

List of Global class guides.
The above guides may be obsolete for vanilla SP, but they may still hold true to an extent for some mods and 2038.

Bryan

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Re: Alpha mini-guides: Evoker
« Reply #2 on: May 06, 2017; 05:38 PM »
Skills

Given the factors discussed above, here are the rough outlines of two builds that can work sufficiently.

Note, both builds take for granted a +1 to All Skills helmet. This is much easier to augment compared to Global, and it's generally not a rare augment by any means.

Such gear as Tuskull, Balbi's Ring, Night Striders and other +AS/+skill weapons and rings can also provide room to expand on these builds. They are not accounted for in either build, to ensure gear dependancy is kept at a bare minimum.


AoE/Poison-based

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Notes on this build.

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Crit+shrapnel Tempest/Serpents

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Notes on this build.

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« Last Edit: May 07, 2017; 02:38 AM by Bryan »
"Dream big and crash often"
-Omerta

List of Global class guides.
The above guides may be obsolete for vanilla SP, but they may still hold true to an extent for some mods and 2038.

Alternalo

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Re: Alpha mini-guides: Evoker
« Reply #3 on: May 24, 2017; 01:07 AM »
Alpha Evoker guide for efficient leveling and for endgame dps
This guide involves the TC Vendor at Charing Cross Station who will get removed in a future update. After it's removal this build will still be possible to do, but the required items will be harder to get.

Skills this build will use:
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Expertise (until rank 30):
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Weapons:
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Armor:
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Gameplay:
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Personal experience, stats:
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