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Evoker

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Male and female Evokers.
Male and female Evokers.
The Evoker is a class of the Cabalist faction. Evokers are more mage-like than Summoners, and possess powerful destructive skills, but next to no summoning magics.


Contents

Evoker Description

Evokers can use the Dual Focus skills to equip two Focus Items at once, something the Summoner can't. Two focal devices at once gives an Evoker bonus damage to her spells, since spell damage is largely determined by focus item stats. Evokers are mage-like characters, built to move fast, dodge demons, and deal heavy magical damage. They have only one minion spell, and it's not a tank, so unlike the zookeeper Summoners, Evokers have to be nimble and daring to succeed in Hellgate: London. Evokers are strongly tied to their Focus Items, and must keep one equipped to cast most of their spells. Furthermore, the damage of their spells is largely determined by the stats on their focal device, and Evokers will be forever on the lookout for an upgrade to their primary weapon. Evokers can dual wield focal drives with the , and this is not just an option; it will double the damage output of some of their spells.

Evokers aren't entirely attack-oriented; they have some defensive shielding spells, some curse-like mind control abilities, and the ability to drain life or mana from their enemies. They have to do so quickly and efficiently though, since with no powerful minions and no ability to withstand heavy damage, Evokers must keep moving to survive.

Evoker Background

The background of the Evokers are more tied to the whole faction of Cabalists, and info about them can be found there.

Starting Equipment

A newly created Evoker starts off with default cloth armor that provides no defense and a focus item which fires spectral bolts. The low damage of the starting focus item makes it a priority to replace.


Evoker Skills

Evokers have 28 skills to choose from. Most of these involve the use of dark magicks to deal damage of all kinds, or to drain Health/Power, and just one is for summoning an Elemental, like the Summoner is a master of doing. The skills are roughly divided into four Skill Groups: Elemental skills, Mind Power skills, and lots of Evocation skills. Skills in related groups are sometimes, but not necessarily, connected by dependency lines and have each other as prerequisites. The game is designed to let players pick and choose their skills from a wide variety, without spending a lot of extra points to enable or improve their key skill. Much of the skills require precision as well as knowledge on when and how to use them.

There is more information on skills on the Evoker Skills page.

Evoker Skill Tree, October 2007.
Evoker Skill Tree, October 2007.


Skill Builds

This is the sections where you as a user can give suggestions to skill builds.

Thunder Punch/Lightning Master

The Thunder Punch evoker relies on a cunning combination of skills to do massive damage to enemies - but it takes patience and tactics. Recommended for those who solo, or for those who have a tactically-oriented team. The main skills of this Evoker are 'Tempest', 'Demonspine,' 'Concentrate Damage' and 'Arc Legion'. These allow the Thunder Punch evoker to toast single enemies or small groups with 'Arc Legion' and 'Demonspine', but saves the power of this build for groups. When the Thunder Punch evoker encounters a group, they use their 'Concentrate Damage' to boost their 'Tempest' skill, and lure enemies under the cloud. Once there, they stun them with 'Demonspine' to keep them under the cloud while it tears everything underneath it to bits. For this to work successfully, the Evoker must have focus devices with decent stun attack strength. Additional skills to invest a bit in are 'Dual Focus' and 'Spectral Curse'. This build even leaves enough skill points left over to invest in another main skill or two (since you don't need to max out 'Tempest' or 'Arc Legion' for them to be effective). I recommend 'Venom Armor', a drain skill or two, or 'Swarm'. Area-Of-Effect skills can greatly assist the Thunder Punch evoker, causing a devastating sandwich of damage between 'Tempest' above enemies, and 'Swarm' or 'Lightning Field' below them. The weaknesses of this build are long-ranged enemies (such as snipers), or enemies that can teleport. But you can take 'em if its just a few - I believe in you.

Ghost

The Ghost build revolves around the 'Blink' skill, usually maxing it to allow the Evoker to have unmatched mobility. This allows the Evoker to practice hit and run tactics with 'Tempest', 'Demonspine' or 'Arc Legion' and 'Firestorm'

Spectral Sniper

The premise is to maximize the range of 'Spectral Lash', together with 'Spectral Nova' combined with 'Arcane Shield' and 'Concentrate Damage'. A few points in 'Tempest', 'Blink' and 'Lightning Field' allows the Evoker to set up a trap for approaching groups of mob while beating a hasty retreat. The weakness of this build is that Spectral Lash is power-hungry and the damage is not high. Shield Penetration mods are a big plus for this build.

Elementalist

This build is a "Jack of all Trade" in term of elements, having at least 1 point or 2 in the beginning tier of each element. Usually, being able to win the mini-game is a motivation for building a Elementalist, but as skills scale with character level, even 1 or 2 points in a skill make it potent.

Favorite skills in this build includes Firestorm (effective close range attack), Lightning Field (long range lightning attack), Demonspine (piercing physical stun attacks) and Venomous Spirit (for toxic requirements in the mini-game). An Elementalist can specialize in the end games depending on his preference, but the first-tier skills of each element remains usable and effective throughout.

Evoker Equipment

Several Evoker outfits can be seen below.

Evoker fashions. Full shot here, with weapon info.
Evoker fashions. Full shot here, with weapon info.

Further Reading

General Class Information
Factions
Character Overview