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★ Classes & Builds: Warrior, Mage, Rogue
★ Equipment: Weapons, Armor, and Accessories
★ All Major Choices and effects on the story
★ Romance Guides for each Companion
★ Beginner and Combat guides for starting out
★ Find all Treasure Chests and Wolf Statues
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 | Skill Tree & Priority |
All Equipment |
Spellblade Builds |
Death Caller Builds |
Evoker Builds |
List of Contents
Skills | 1.
Dark Squall Dark Squall Harness elemental chaos, projecting a burst of entropic energy to knock your targets back.
2. Frost Nova Frost Nova Freeze your enemies to the bone if they get too close. A wide area around you is Frozen.
3. Ice Blast Ice Blast 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.
4. Destructive Light Destructive Light Summon a concentrated beam of primal elemental energy. Deals damage each second to all enemies caught in the beam while applying Burning.
|
---|---|
Main |
Thunderclap Thunderclap Electric
+25% damage vs. Barrier Enemies hit by this weapon can no longer regenerate Barrier This weapon leeches health when damaging Barrier When you break a Barrier, all nearby enemies take Electric damage +10% Weapon Damage |
Off-Hand |
Spellcaster's Stiletto Spellcaster's Stiletto Physical
+15% Mana generation +30 Defense Each Arcane Bomb on an enemy reduces their outgoing damage by 10% +20% Barrier Damage |
Alt. Weapon |
Shockbranch Shockbranch Electric
+20% Final Attack Damage Deal +40 Added Electricity Damage +25% Stagger |
Helmet |
Cursed Vitaar Cursed Vitaar +25% Detonation damage
+25% Stagger applied by Detonations +20% Electricity Resistance |
Armor |
Quickstart Leathers Quickstart Leathers +25% Damage vs. Barrier
+15% Ranged Attack Damage +25% Ranged Attack Damage vs. Barrier Breaking an enemy’s Barrier deals 300 Necrotic damage to nearby enemies +20% Fire Resistance |
Belt |
Twin Buckle Binding Twin Buckle Binding +23% duration of Potion effect
+10% Ability damage Grants Enhanced Damage on Potion use. Heal for 100 upon using any Ability while Quickened. |
Amulet |
Magister's Bargain Magister's Bargain +20% Duration Ability damage
+25% Stagger for Duration Abilities Gain 25 Mana on kills with Duration Abilities +25% Ultimate Damage |
Ring 1 |
Band of Smoke Band of Smoke +15% Cold damage
+25% Cold Resistance +20% Cold Ability damage to health 50% of all your other damage type bonuses contribute to your Cold damage bonus +25% Mana Regeneration |
Ring 2 |
Graven Opal Graven Opal +20% Ranged attack damage
+15% Weakpoint damage +25% Mana Generation |
Runes | 1.
Glaciate Glaciate 2. Besiege Besiege 3. Ravage Ravage |
Companions | Bellara:
Galvanized Tear
Galvanized Tear Bellara creates a controlled tear in the Veil concentrated on enemies but sparing allies. Draws enemies toward a point on the battlefield, then deals damage to those pulled close.
Fade Bolts
Fade Bolts Bellara channels the energy of the Fade through her gauntlet to unleash a volley of magic projectiles. Applies Shocked on hit.
Replenish (Bellara) Replenish (Bellara) Veil Jumpers never know what the Fade might throw at them. Bellara throws you a magical lifeline, instantly restoring your health.
|
Lucanis:
Debilitate
Debilitate Lucanis opens up his enemies with a debilitating strike. Deals high Stagger.
Abominate
Abominate Lucanis sweeps the area with demonic strength. Deals high Barrier damage and applies Knocked Down to enemies in the area.
Soothing Potion (Lucanis) Soothing Potion (Lucanis) Grants Rejuvenation to heal for 600. A Talon is ready for anything and never without a potent concoction on hand. Lucanis tosses a restorative tincture to you, granting Rejuvenation.
|
|
For your skills, you can keep using Arcane Shot until you reach level 18 and replace it with Dark Squall. Use Frost Nova for crowd control, and Ice Blast with Destructive Light as your main damaging abilities.
Most of the enchantment choices do not matter too much in the early game so go with whichever gives damage, stagger, or mana generation buffs.
Skills | 1.
Entropic Sphere Entropic Sphere Launch a sphere of entropic energy that damages all enemies in its path before exploding in a punishing final blast.
+100% Radius Growth 2. Ice Blast Ice Blast 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.
-15% Cooldown Duration 3. Dark Squall Dark Squall Harness elemental chaos, projecting a burst of entropic energy to knock your targets back.
+25% Ability Stagger 4. Vortex of Shadow Vortex of Shadow Concentrate entropic energy on a single point until it reaches critical levels, creating a vortex. The vortex appears in front of you, dealing damage each second while pulling nearby enemies toward its center.
|
---|---|
Main |
Glacial Rod Glacial Rod Cold
+20% Heavy attack damage Heavy attacks with this weapon apply an additional Chilled stack on full Staff Energy +50% Staff Energy charge rate +1 Light Staff Projectile Count |
Off-Hand |
Split-Hilt Dirk Split-Hilt Dirk Physical
+20% Heavy attack damage +30% damage with Final Heavy attacks +20% Final Attack Damage |
Alt. Weapon |
Wintersbreath Wintersbreath Cold
+30% Charged attack damage +25% damage vs Chilled enemies Charged attacks apply Chilled +40 Added Cold Damage |
Helmet |
Soldier's Bane Soldier's Bane When Frozen ends, it shatters, blasting nearby enemies with 150 Cold damage
+250 Health |
Armor |
Wanderer's Long Coat Wanderer's Long Coat +15% Electric Damage
+25% Electric Resistance Using an Electric Ability cleanses all Afflictions Gain Quickened (if not already granted) when you take Electric damage +10% Ultimate Generation |
Belt |
Shadow's Grasp Shadow's Grasp +15% Cold damage
|
Amulet |
Sightless Skull Sightless Skull +20% Control Ability damage
+25% Stagger from Control Abilities Gain 1 Mana per 50 Stagger dealt by Control Abilities Gain Precision when you Stagger an enemy with a Control Ability +20% Chilled Damage |
Ring 1 |
Band of Smoke Band of Smoke +15% Cold damage
+25% Cold Resistance +20% Cold Ability damage to health 50% of all your other damage type bonuses contribute to your Cold damage bonus +25% Control Ability Damage |
Ring 2 |
Glacial Loop Glacial Loop +20% Chilled damage
+20% damage vs. Chilled enemies +25% Projectile Ability Damage |
Runes | 1.
Glaciate Glaciate 2. Crystallize Crystallize 3. Vivify Vivify |
Companions | Neve:
Replenish (Neve)
Replenish (Neve) The streets of Minrathous and well beyond require an abundance of caution. Neve always comes prepared, ready to instantly restore your health.
Icebreaker
Icebreaker Neve conjures shards of ice to launch at her enemies. Fires 6 projectiles at targets that explode after a short delay.
Blizzard Blizzard Neve summons a swirling vortex of ice to thrash and hamper her enemies. Deals damage each second to all enemies in the area of effect.
|
Lucanis:
Debilitate
Debilitate Lucanis opens up his enemies with a debilitating strike. Deals high Stagger.
Eviscerate
Eviscerate Lucanis deals a decisive blow, targeting an enemy’s weakest point. At half health or less, this deals bonus damage, increasing in effectiveness the closer the target is to death. Detonates Overwhelmed.
Abominate Abominate Lucanis sweeps the area with demonic strength. Deals high Barrier damage and applies Knocked Down to enemies in the area.
|
|
When you reach Endgame, the Evoker will have abilities with huge AoE and crowd control, and weapons that scale solely on Cold damage, making Chilled items, buffs, and teammates the way to go.
Other than that, the Evoker focuses on inflicting crowd control and Affliction, while buffing himself with a great amount of Staff Energy Generation.
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. |
23 |
Vortex of Shadow
(Evoker) |
Concentrate entropic energy on a single point until it reaches critical levels, creating a vortex. The vortex appears in front of you, dealing damage each second while pulling nearby enemies toward its center. |
24 |
Entropic Sphere
(Evoker) |
Launch a sphere of entropic energy that damages all enemies in its path before exploding in a punishing final blast. |
25 |
Ice Storm
(Evoker) |
Cold damage: +10% |
26 |
Heavy Weaponry
(Evoker) |
Heavy attack damage: +10% |
27 |
Controlled Infusion
(Evoker) |
Using a Control Ability generates 35% of your Staff Energy. |
28 |
Two Fires
(Evoker) |
After using a Projectile Ability, your Staff attacks fire an additional bolt at your targets for the next 6 seconds. |
29 |
Defy The Elements
(Shadow Dragon) |
Fire Resistance: 10% Cold Resistance: 10% |
30 |
Knight of Staves
(Evoker) |
Perform a Heavy attack after two Light attacks to unleash a heavy bolt at your target. The damage and radius increases based on your current Staff charge level. |
31 |
Cryomancy
(Evoker) |
Damage vs. Frozen targets: +15% Frozen duration: +1 second |
32 |
Ice Shatter
(Evoker) |
Charged attacks are Critical against Frozen enemies. A successful attack removes Frozen. |
33 |
Bonechiller
(Evoker) |
When you have Low Health, Frozen is applied to all nearby enemies. This can happen only once every 120 seconds. |
34 |
Underestimated
(Shadow Dragon) |
Light attack damage vs. health: +10% |
35 |
Supercharged
(Shadow Dragon) |
Projectile Abilities deal 75% more damage vs Barrier. |
36 |
Keen Insight
(Shadow Dragon) |
Control Abilities deal an additional 150% damage in a 6 meter radius when activated. The damage type matches the Ability type. |
37 |
Imbued Takedown
(Shadow Dragon) |
Performing a Takedown grants Shocking Weapons. Shocking Weapons now deal 25% more Stagger. |
38 |
Meditation
(Shadow Dragon) |
Mana regeneration rate: +15% |
39 |
Elemental Catalyst
(Shadow Dragon) |
Abilities gain +15% bonus damage based on the damage type of your Staff and Orb weapons. |
40 |
Onslaught
(Evoker) |
Hold Light attack at the end of a Light attack Chain and release at the moment it fires to unleash an additional barrage of projectiles. |
41 |
Staff Mastery
(Evoker) |
Staff Light attack damage: +25% Maximum Staff Energy charges: +1 |
42 |
Quickened Strikes
(Evoker) |
Final Staff attacks reduce the cooldown of your Abilities. |
The main focus of Evoker in the early game is to consistently cast your abilities with a decent rotation to Light and Heavy Attacks that can increase your Staff Energy Generation throughout the fight.
Mage Class Abilities and Builds
When you reach endgame, your fully charged Heavy Attacks will get buffed immensely by the Knight of Staves trait which allows you to unleash a powerful combo on your enemies, especially when they are Frozen.
Add this up with the Quickened Strike greater passive and you will be able to recast your skill rotation much more often, infinitely applying Chilled to your enemies throughout the fight.
Electric weapons are best at early game to deal big amounts of stagger damage and execute takedowns more often. Our offhand recommendation gives you more mana regeneration to cast your ranged attack more efficiently.
When you reach endgame, switch to the Chilled strat to slow enemy movement and deal damage over time. This should help you survive the more difficult fights later in the game.
While it does not matter what you equip in the early game, anything you come across with Cold/Chilled Damage and Staff Energy Generation can lead you towards building your Endgame gear.
Make sure you pick up Band of Smoke and Glacial Loop as these will significantly boost your damage for all your spells.
Rune | Pros & Cons | |
---|---|---|
Early Game | ||
Glaciate Glaciate |
• Perfect for increasing Chilled stacks. • Can be your psuedo Frost Nova once its on cooldown. • Slight damage boost to all your Cold abilities. |
|
Besiege Besiege |
• Probably the best rune to slot in the early game. • Bypasses Barrier attack damage penalty altogether, making sure you are breaking it the fastest way possible. • Use this if enemies have the blue barrier meter up. |
|
Ravage Ravage |
• Flat damage boost when damaging Health. • Ideal for finishing off enemies. |
|
End Game | ||
Glaciate Glaciate |
• Increases Cold Damage by 10%. • Weapon attacks deal Cold damage when activated. • Perfect for increasing Chilled stacks. |
|
Crystallize Crystallize |
• Great replacement for Frost Nova. • Increases Frozen duration. |
|
Vivify Vivify |
• Refreshes all your ability cooldowns and allows you to cast your next one for free. • Gives 10% Mana Generation. • Perfect for recasting your spell rotations. |
For the early game, your runes will be mostly for damage boosts but Glaciate is a key rune that you can run with for the entire game.
By endgame, the runes will be more focused towards utility for Freeze and refreshing the long cooldowns of your skills.
Companion | Build |
---|---|
Bellara | Skills:
Galvanized Tear
Galvanized Tear Bellara creates a controlled tear in the Veil concentrated on enemies but sparing allies. Draws enemies toward a point on the battlefield, then deals damage to those pulled close.
Fade Bolts
Fade Bolts Bellara channels the energy of the Fade through her gauntlet to unleash a volley of magic projectiles. Applies Shocked on hit.
Replenish (Bellara)
Replenish (Bellara) Veil Jumpers never know what the Fade might throw at them. Bellara throws you a magical lifeline, instantly restoring your health.
Equipment: Main Weapon: Bronze Branch Bronze Branch Physical
Attack My target applies Shocked vs. Fade-Touched enemies (30s CD) The entire party deals +25% damage vs. Fade-Touched enemies Keepsake: Focusing Contraption Focusing Contraption Physical
24% Increased Healing Bellara's Ability cooldowns are reduced by 10% Your other companion's cooldowns are reduced by 10 seconds whenever Bellara's Abilities defeat an enemy Armor: Camping Gear Camping Gear Detonations deal +50% damage vs. Barrier.
Breaking Barriers with Detonations reduces Bellara’s Ability cooldowns by 10 seconds Trinket: Veil Quartz Sample Veil Quartz Sample When Bellara applies Shocked, apply Chilled instead
Also apply Shocked if the target is at maximum Chilled stacks |
Lucanis | Skills:
Debilitate
Debilitate Lucanis opens up his enemies with a debilitating strike. Deals high Stagger.
Abominate
Abominate Lucanis sweeps the area with demonic strength. Deals high Barrier damage and applies Knocked Down to enemies in the area.
Soothing Potion (Lucanis)
Soothing Potion (Lucanis) Grants Rejuvenation to heal for 600. A Talon is ready for anything and never without a potent concoction on hand. Lucanis tosses a restorative tincture to you, granting Rejuvenation.
Equipment: Main Weapon: Balanced Epee Balanced Epee Physical
Attack My Target applies Bleeding vs. Mages The entire party deals +25% Damage vs. Mages Keepsake: Slender Dagger Slender Dagger Physical
Lucanis’ Ability cooldowns are reduced by 10% Companion cooldowns are reduced by 10 seconds whenever Lucanis’ Abilities defeat an enemy Armor: Corvid Cloak Corvid Cloak Detonating an Overwhelmed enemy applies Bleeding
If the Detonated enemy already has Bleeding, deal an additional 100 Necrotic damage |
We recommend bringing Bellara and Lucanis for the early game to help detonate Sundered and grouping up your enemies with Galvanized Tear.
Make sure to use their healing abilities often whenever you run out of potions to use.
Companion | Build |
---|---|
Neve | Skills:
Replenish (Neve)
Replenish (Neve) The streets of Minrathous and well beyond require an abundance of caution. Neve always comes prepared, ready to instantly restore your health.
Icebreaker
Icebreaker Neve conjures shards of ice to launch at her enemies. Fires 6 projectiles at targets that explode after a short delay.
Blizzard
Blizzard Neve summons a swirling vortex of ice to thrash and hamper her enemies. Deals damage each second to all enemies in the area of effect.
Equipment: Main Weapon: Winged Locus Winged Locus Cold
Attack My Target makes targets Vulnerable to Cold damage Vulnerability to Cold damage is increased by 25% Keepsake: Ornate Lockpicks Ornate Lockpicks 28% Increased Healing Your Critical Ability hits apply Chilled When you kill an enemy with a Critical Ability, apply Chilled to all nearby enemies Armor: Tevinter Longcloak Tevinter Longcloak Detonations apply Frozen
Double the Frozen duration from Detonations vs. Venatori enemies Trinket: Exhaustive Notes Exhaustive Notes +50% Frozen duration
Enemies have -25% to all their Resistances while Frozen |
Lucanis | Skills:
Debilitate
Debilitate Lucanis opens up his enemies with a debilitating strike. Deals high Stagger.
Eviscerate
Eviscerate Lucanis deals a decisive blow, targeting an enemy’s weakest point. At half health or less, this deals bonus damage, increasing in effectiveness the closer the target is to death. Detonates Overwhelmed.
Abominate
Abominate Lucanis sweeps the area with demonic strength. Deals high Barrier damage and applies Knocked Down to enemies in the area.
Equipment: Main Weapon: Trevisan Poignard Trevisan Poignard Physical
Using Lucanis' Abilities grants you +10% Ultimate Keepsake: God's Foil God's Foil Physical
Attack My Target has +50% Penetration Enemies already Afflicted with Bleeding gain another stack. Armor: Corvid Cloak Corvid Cloak Detonating an Overwhelmed enemy applies Bleeding
If the Detonated enemy already has Bleeding, deal an additional 100 Necrotic damage Trinket: Simple Oil and Stone Simple Oil and Stone +1 Revival Charges
Reviving reduces Lucanis's cooldowns by 50% |
For endgame, Neve becomes viable due to the high amount of Cold and Chilled Damage you inflict which synergizes well with her kit.
Lucanis remains in the team for that high Stagger damage and Necrosis stacks that can benefit the Evoker well.
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:
All Classes, Specializations, and Best Builds
Warrior Class | ||
---|---|---|
Champion | Slayer | Reaper |
Mage Class | ||
Death Caller | Spellblade | Evoker |
Rogue Class | ||
Duelist | Veil Ranger | Saboteur |
Evoker Build and Best Skills
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