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The Evoker Mage Build is a build you can create for the Evoker specialization in Dragon Age: The Veilguard. Learn the best skills to get, the best weapon and armor to use, the best companions to bring, and more!
Mage Guides | ||
---|---|---|
Best Builds & Specializations |
Skill Tree & Priority |
All Equipment |
Spellblade Builds |
Death Caller Builds |
Evoker Builds |
List of Contents
Skill 1 | Skill 2 | Skill 3 | Ultimate |
---|---|---|---|
Dark Squall | Frost Nova | Ice Blast | Destructive Light |
Skill enchantments are unlocked with Caretaker Workshop Rank 5. We do not consider Shop Rank 5 to be an early-game facility as the upgrade cost is too much.
When you first start out, you can keep using Arcane Shot as your main damage spell until you reach level 18 and unlock Dark Squall which can apply Sundered, Chilled, proc Detonation, and inflict Knock Back.
Frost Nova is your primary crowd control spell that can freeze your surroundings and inflict Bleeding on low health enemies. Try to use this as often as possible with Mind Blast to maximize your crowd control and prevent you from getting surrounded.
Lastly, Ice Blast and Destructive Light are the highest damage spells you can get in early game so make sure you hit these spells when it matters.
Order | Skill | Description |
---|---|---|
1 |
Mind Blast
(Core) |
While Defending, consume 50 mana to unleash a shockwave 6 meters in all directions. Deals damage based on your equipped staff. |
2 |
Charging Spirit
(Core) |
Staff Energy generates passively when you are not in combat. |
3 |
Frost Nova
(Control) |
Freeze your enemies to the bone if they get too close. A wide area around you is Frozen. |
4 |
Frostbite
(Control) |
Damage vs. Frozen: +15% |
5 |
Fade Reflex
(Control) |
Timing your Dodge just before the enemy’s attack lands slows down time for a short duration. You can move and attack normally. |
6 |
Necessary Steps
(Control) |
Primer duration: +20% |
7 |
Breathing Room
(Control) |
The radius of Area Ability effect is increased by 50%. |
8 |
Shattering Control
(Control) |
Control Abilities deal 75% more damage vs. Armor. |
9 |
Clarity in Suffering
(Control) |
Whenever you take damage, you regenerate 5 Mana. |
10 |
Ice Storm
(Control) |
Cold damage: + 10% |
11 |
Ice Blast
(Control) |
Hurl shards of ice, impaling enemies caught in the way. Deals damage in a tight radius around your target, leaving behind shards that render enemies Chilled when touched. |
12 |
Meditation
(Control) |
Mana regeneration rate: +15% |
13 |
Absorb
(Control) |
Whenever you Defend against an attack, Staff Energy is charged by 25%. |
14 |
Greater Authority
(Control) |
Control Ability cooldown is 20 seconds faster. Ice Blast now has a cooldown of 40 seconds instead of costing Mana. |
15 |
Zone of Infusion
(Control) |
For every enemy hit with an Area Ability, you generate 10% Staff Energy. |
16 |
Mana Infusion
(Shadow Dragon) |
Performing a Takedown grants 50 Mana and 33% Staff Energy. |
17 |
Early Frost
(Shadow Dragon) |
Maximum Chilled stacks: +1 |
18 |
Dark Squall
(Shadow Dragon) |
Harness elemental chaos, projecting a burst of entropic energy to knock your targets back. |
19 |
Desolate Malady
(Shadow Dragon) |
Affliction damage: +10% |
20 |
Salt in the Wound
(Shadow Dragon) |
For all active Afflictions for enemies hit by Control Abilities, receive 1 additional stack. |
21 |
Multiplicity
(Shadow Dragon) |
Projectile Abilities launch an additional projectile. The damage type charges based on your equipped Staff. |
22 |
Bolt Volley
(Shadow Dragon) |
Following a Light attack, tap Light attack again as the Bolt is shot from your Staff to spawn an additional Bolt with the same properties. |
The most important passives to invest in the early game would be Frostbite and Ice Storm since you will mostly be using Cold Spells and freezing your enemies.
As for Ability Upgrades, Breathing Room and Greater Authority will increase the radius and reduce the cooldown of your Control spells, and removes the mana cost of Ice Blast, turning it into a 40 second cooldown spell.
Once you have Greater Authority, make sure to switch Mind Blast with Mortal Concentration since your spells will no longer have mana costs, meaning you can concentrate all your mana towards sustaining your Ranged attack.
Mage Class Abilities and Builds
Slot | Weapon | Enchantments |
---|---|---|
Main | Thunderclap | +25% Stagger |
Off-hand | Spellcaster's Stiletto | +20% Barrier Damage |
Alt. Weapon | Shockbranch | +10% Weapon Damage |
We recommend focusing on Lightning Damage weapons in the early game such as Thunderclap and Shockbranch as this deals a large amount of stagger damage which in turn allows you to execute Takedowns more often.
Take Spellcaster's Stiletto as well for the 15% Mana Generation bonus to help you cast your Ranged attack more efficiently.
Slot | Equipment | Enchantments |
---|---|---|
Helmet | Cursed Vitaar | +20% Electricity Resistance |
Armor | Quickstart Leathers | +20% Fire Resistance |
Belt | Twin Buckle Binding | Belts can't be enchanted |
Amulet | Magister's Bargain | +25% Ultimate Damage |
Ring 1 | Band of Smoke | +25% Mana Regeneration |
Ring 2 | Graven Opal | +25% Mana Generation |
For the early game, equipment won't matter that much as equipment will mostly come from chests in the overworld. For this one, we suggest always slotting in the strongest equipment you see and bolster your Defenses as much as possible.
As an Evoker, you might want to focus on slotting in equipment that improves on Cold Damage and Ability Damage since this will apply to all your spells.
Rune | Description |
---|---|
Glaciate | • Increases Cold Damage by 10%. • Weapon attacks deal Cold damage when activated. • Perfect for increasing Chilled stacks. |
Besiege | • Damage boost against enemies with Barriers. • Removes damage penalty against Barriers. |
Ravage | • Flat damage boost when damaging Health. • Deals 50% more damage for all attacks/spells when you are damaging their health. • Ideal for finishing off enemies. |
The most important rune to get for the Evoker build would be Glaciate as it increases your Cold Damage and can apply Chilled attacks to your weapon.
On the other hand, Ravage is great for going against tough opponents. Once you have destroyed their Barrier/Armor, cast this immediately before unleashing all your spells for maximum damage.
For this build, we suggest bringing Bellara and Lucanis because of their ability to inflict Weakness and Sundered. Additionally, Lucanis is capable of dealing a ton of stagger so you can execute Takedowns more often.
Skills | ||
---|---|---|
1 |
Galvanized Tear
|
|
2 |
Fade Bolts
|
|
3 |
Replenish (Bellara)
|
|
Equipment | ||
Main | Bronze Branch | |
Off-Hand | Focusing Contraption | |
Armor | Camping Gear | |
Trinket | Veil Quartz Sample |
We recommend Galvanized Tear for grouping up enemies so your spells can hit them all, and Fade Bolt to combo with Lucanis. Make sure you have Replenish as well if ever you run out of Potions to help you survive throughout your fights.
Bellara Companion Details and Faction
Skills | ||
---|---|---|
1 |
Debilitate
|
|
2 |
Abominate
|
|
3 |
Soothing Potion (Lucanis)
|
|
Equipment | ||
Main | Balanced Epee | |
Off-Hand | Slender Dagger | |
Armor | Corvid Cloak |
Lucanis on the other hand, is recommended for applying Sundered with Debilitate which can be detonated by Bellara's Fade Bolt. Additionally, make sure to have him finish off enemies so you can proc Balanced Epee and have Bellara's cooldowns reduced, allowing you to execute their combo faster.
Lucanis Companion Details and Faction
The Evoker is a specialization for the Mage that focuses on using Staves and Cold spells to crowd control their enemies. They specialize in casting large AoE spells from afar and therefore is classified as the stereotypical Mage type.
As a Mage, it is important to attack and cast your spells from afar so make sure to dodge/roll away from your enemies once they get too close. Try to find a position you are comfortable in and start spamming your attacks from there.
Mages can guard and block attacks from any direction at the cost of Mana per hit. Make sure you have enough mana before guarding or else you will get knocked down.
Evokers have high Staff Energy generation, especially when you have Zone of Infusion and Mana Infusion in your skill tree. Frost Nova and Entropic Sphere will be your best friend here as they have a huge AoE to hit multiple targets, allowing you to fill up your Staff Energy easily.
Once your Staff Energy is fully charged, weave your Heavy Attack in between your spells and attacks to deal huge damage and apply Chilled to your enemies.
When most of your skills are on cooldown, your Ranged Attack will be where you pour most of your Mana. This deals more damage compared to your Light Attacks and can be buffed even more with Mortal Concentration.
The majority of your spells have cooldowns, which makes your playstyle very patient but deals great burst damage in a short amount of time. The rotation is as follows:
Rogue Class | ||
---|---|---|
Duelist | Saboteur | Veil Ranger |
Warrior Class | ||
Champion | Reaper | Slayer |
Mage Class | ||
Spellblade | Death Caller | Evoker |
Evoker Mage Build and Best Skills
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