Difference between revisions of "Weaver - Power Weaver"

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| designed for = open world, open world general
 
| designed for = open world, open world general
 
| focus = strike damage
 
| focus = strike damage
| rating = great
+
| rating = good
 
| xpac = pof
 
| xpac = pof
 
| difficulty = 2
 
| difficulty = 2
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==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQYpGyUpOBknDwAAUAEAADUXAAC+AQAAEhcAAAAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQYfHykZOBknDwAANRcAAL4BAAAcAQAAEhcAAAAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
}}
 
  
 
==Skill Bar==
 
==Skill Bar==
Line 29: Line 28:
 
|healing = Arcane Brilliance
 
|healing = Arcane Brilliance
 
|utility1 = Primordial Stance
 
|utility1 = Primordial Stance
|utility2 = Arcane Blast
+
|utility2 = Glyph of Storms
|utility3 = Glyph of Storms
+
|utility3 = Signet of Air
 
|elite = Weave Self
 
|elite = Weave Self
 
}}
 
}}
 +
 +
===Weapon Variants===
 +
* {{Tooltip|Dagger|Offhand Dagger}} - use if you do not have Weaponmaster from Secrets of the Obscure
 +
* {{Tooltip|Hammer}} - much lower damage but mid-ranged.
  
 
===Skill Variants===
 
===Skill Variants===
Line 40: Line 43:
  
 
====Utilities====
 
====Utilities====
 +
{{Skill|Signet of Air}} is taken for the low-cooldown stunbreak. If you are confident you won't need one, swap to another utility.
 
* {{Skill|Arcane Shield}} - defense
 
* {{Skill|Arcane Shield}} - defense
 
* {{Skill|Twist of Fate}} - stunbreak and evade
 
* {{Skill|Twist of Fate}} - stunbreak and evade
Line 51: Line 55:
 
====Elites====
 
====Elites====
 
* {{Skill|Glyph of Elementals}} - Summon provides damage in fire, tanking in earth or sustain in water
 
* {{Skill|Glyph of Elementals}} - Summon provides damage in fire, tanking in earth or sustain in water
 +
  
 
==Specializations==
 
==Specializations==
{{Specialization|Air|bot|mid|top}}
+
{{Specialization|Air|top|mid|top}}
{{Specialization|Arcane|top|mid|top}}
+
{{Specialization|Fire|top|bot|top}}
 
{{Specialization|Weaver|top|mid|top}}
 
{{Specialization|Weaver|top|mid|top}}
 +
  
 
==Equipment==
 
==Equipment==
Line 64: Line 70:
 
| weight = Light
 
| weight = Light
 
| stats = Berserker
 
| stats = Berserker
| rune = Superior Rune of the Scholar
+
| rune = Superior Rune of the Dragonhunter
 
| rune-qt = 6
 
| rune-qt = 6
 
| weapon1 = sword
 
| weapon1 = sword
Line 76: Line 82:
 
| relic = Relic of Fireworks
 
| relic = Relic of Fireworks
 
}}
 
}}
 +
* {{Rune|Superior Rune of the Dragonhunter}} and {{Rune|Superior Rune of the Scholar}} are interchangeable.
 +
* Other relics include {{Relic|Relic of the Thief}}, {{Relic|Relic of the Adventurer}}, {{Relic|Relic of Cerus}}, and {{Relic|Relic of Durability}}.
 +
* For defense, equip the highest tier Jade Core you can afford. Use defensive food, traits, or skills if required. If necessary, use {{Tooltip|Knight}} trinkets.
  
===Variant Equipment===
 
====Relics====
 
There are many good relics for general play in open world and others that may be specific to this build. Swap based on preference.
 
* {{Tooltip|Relic of the Cavalier}} - dps/defense; use with Skyscale's Fire Field for stacking boons.
 
* {{Tooltip|Relic of Speed}} - mobility
 
* {{Tooltip|Relic of the Adventurer}} - defense
 
 
====Defense====
 
* Invest in a Jade Core for additional HP and access to Jade Protocols.
 
* {{Tooltip|Dragon stats|Full Dragon}} - luxury set: trades damage for a massive boost to HP; pair with {{Skill|Signet of Fire}}.
 
* {{Tooltip|Knight|Knight's Trinkets}} - extra defense
 
* {{Sigil|Superior Sigil of Energy}} - increased evasion
 
 
====Budget====
 
* {{Rune|Superior Rune of Infiltration}} - budget replacement for {{Rune|Superior Rune of the Scholar}}
 
  
<br>
 
 
==Consumables==
 
==Consumables==
 
Budget consumables are acceptable for use in open world.
 
Budget consumables are acceptable for use in open world.
Line 112: Line 105:
 
* {{Food|Peppermint Omnomberry Bar}}
 
* {{Food|Peppermint Omnomberry Bar}}
 
* {{Utility|Sharpening Skull}} (and variants)
 
* {{Utility|Sharpening Skull}} (and variants)
<br>
+
 
  
 
==Usage==
 
==Usage==
====Outdated====
+
===Damage===
This section is currently out of date due to Weaponmaster and is pending a review.
+
====Basics====
 +
This is an oversimplification. For a detailed guide on how to properly deal damage with Power Weaver, see [[Build:Weaver_-_Power DPS|The Raid Build]]
 +
* Rotate between {{Skill|Fire Attunement}} and {{Skill|Air Attunement}}, making sure to double-attune to each when possible.
 +
* Use blast finishers in Fire Fields to generate {{Tooltip|Might}}
 +
* Use {{Skill|Primordial Stance}} in {{Skill|Air Attunement}} to apply {{Tooltip|Vulnerability}}
 +
* Use long-cooldown skills, such as {{Skill|Wildfire}} and {{Skill|Lightning Orb}}, to proc {{Relic|Relic of Fireworks}}
 +
* This build centers itself around maintaining several buffs in order to skyrocket its damage. These are {{Trait|Superior Elements}}, {{Trait|Swift Revenge}}, {{Trait|Elements of Rage}}, {{Trait|Pyromancer's Training}}, {{Trait|Persisting Flames}}, and {{Relic|Relic of Fireworks}}. In order to accomplish this, you want to maximize uptime on {{Tooltip|Swiftness}}, {{Tooltip|Weakness}}, and {{Tooltip|Burning}} as well as typical offensive buffs ({{Tooltip|Vulnerability}}, {{Tooltip|Might}}, {{Tooltip|Fury}}), using long-cooldown skills such as {{Skill|Wildfire}} and {{Skill|Lightning Orb}} to proc {{Relic|Relic of Fireworks}}, and juggling double-attunements when possible. This can be a lot to take it at once, so go slow learning this build. It's very simple once you get the rhythm for it, but can be overwhelming at first.
 +
 
 +
====Opener====
 +
Start in {{Skill|Air Attunement}} / {{Skill|Air Attunement}}. Use {{Skill|Primordial Stance}} in {{Skill|Air Attunement|Double-Air}}. Fill any gaps with auto-attacks.
 +
 
 +
This opener is a somewhat simplified version of the standard Weave Self opener.
 +
# {{Skill|Weave Self}} (Make sure you're in combat first)
 +
# {{Skill|Glyph of Storms}}
 +
# {{Skill|Lightning Orb}} - for {{Relic|Relic of Fireworks}}
 +
# Optional: {{Skill|Cyclone}} to group enemies.
 +
# {{Skill|Fire Attunement}} (F/A)
 +
# {{Skill|Flame Uprising}}
 +
# {{Skill|Pyro Vortex}}
 +
# {{Skill|Fire Attunement}} (F/F)
 +
# {{Skill|Wildfire}} - for {{Relic|Relic of Fireworks}}
 +
# {{Skill|Cauterizing Strike}}
 +
# {{Skill|Earth Attunement}} (E/F)
 +
# {{Skill|Lava Skin}}
 +
# {{Skill|Earthen Vortex}}
 +
# {{Skill|Fire Attunement}} (F/E)
 +
# {{Skill|Dust Storm}}
 +
# {{Skill|Flame Uprising}}
 +
# {{Skill|Air Attunement}} (A/F)
 +
# {{Skill|Pyro Vortex}}
 +
# {{Skill|Air Attunement}} (A/A)
 +
# {{Skill|Quantum Strike}}
 +
# {{Skill|Lightning Orb}}
 +
# {{Skill|Water Attunement}} (W/A - This completes {{Skill|Weave Self}})
 +
# {{Skill|Shearing Edge}}
 +
# {{Skill|Fire Attunement}} (F/W)
 +
# {{Skill|Tidal Surge}} - for {{Relic|Relic of Fireworks}}
 +
# {{Skill|Flame Uprising}}
 +
# {{Skill|Fire Attunement}} (F/F)
 +
# {{Skill|Cauterizing Strike}}
 +
# {{Skill|Wildfire}}
 +
# {{Skill|Air Attunement}} (A/F)
 +
 
 +
From here, use the loops below to determine a loose priority for skills.
  
'''General'''
+
If not using {{Relic|Relic of Fireworks}} and {{Skill|Weave Self}}, instead simply open on Dual-Air and follow the priorities below.
This build relies heavily on cycling between {{Skill|Fire Attunement}} and {{Skill|Air Attunement}} while double attuning to each in order to maintain {{Trait|Elements of Rage}}. {{Skill|Water Attunement}} and {{Skill|Earth Attunement}} are typically only used for defense or crowd control.
 
  
'''Damage'''
+
====Priority Loops====
This build is quite easy to deal damage with if you follow this skill priority based on your attunement:
+
After your opener, refer to the loose priority loops below. Use {{Skill|Pyro Vortex|Dual Attacks}} off cooldown, other than {{Skill|Gale Strike}}.
* Air/Air: Prioritize {{Skill|Quantum Strike}} and AA Chains
 
* Fire/Air: {{Skill|Flame Uprising}} > {{Skill|Pyro Vortex}} > {{Skill|Ride the Lightning}}
 
* Fire/Fire: {{Skill|Fire Grab}} > {{Skill|Ring of Fire (elementalist)}} > {{Skill|Flame Uprising}} > {{Skill|Cauterizing Strike}}
 
* Air/Fire: AA Chains
 
  
If you wind up in Water:
+
{{Skill|Fire Attunement}}:
* {{Skill|Twin Strike}} > Water AA Chain > {{Skill|Shearing Edge}}
+
# {{Skill|Wildfire}} - for {{Relic|Relic of Fireworks}}
 +
# {{Skill|Flame Uprising}}
 +
# {{Skill|Cauterizing Strike}}
  
Earth:
+
{{Skill|Air Attunement}}:
Earth actually has a few useful blast finishers which can help with might if you have a fire field down
+
# {{Skill|Lightning Orb}} - {{Relic|Relic of Fireworks}} / {{Tooltip|Vulnerability}}
* {{Skill|Earthquake}} > {{Skill|Lava Skin}} Try to leave earth as soon as possible
+
# {{Skill|Quantum Strike}}
 +
# Try not to interrupt auto-attack chains.
  
Ideally you'll use your {{Skill|Primordial Stance}} in Air for {{Tooltip|Vulnerability}}, though if a mob is already capped on vuln using it in Fire is higher DPS. Try not to interrupt your AA chains in Air, it's fine to interrupt fire if a big skill is about to come off cooldown.
+
Double-attune to each element off cooldown, but never camp one attunement. Other strong skills you can use include:
 +
* {{Skill|Twin Strike}}
 +
* {{Skill|Lava Skin}}
  
 +
====Weave Self====
 +
There are two ways to use {{Skill|Weave Self}}. To learn the full loop, review the raid build listed above for detailed information on the rotation, though note you may need to remove some auto-attacks from it if you lack {{Tooltip|Alacrity}} due to the altered recharge.
  
'''Defense'''
+
For a simplified method of using {{Skill|Weave Self}}, simply use the skill and then ensure you double-attune to both {{Tooltip|Fire Attunement}} and {{Tooltip|Air Attunement}} as soon as possible. This doesn't grant you the full duration, but it does give you much higher damage for a period of time.
Sword/Dagger's defense is somewhat low.
 
* {{Skill|Riptide}} - heal and evade
 
* {{Skill|Frost Aura}} - damage reduction
 
* {{Skill|Cleansing Wave}} - condi cleanse
 
* {{Skill|Earthen Vortex}} - evade & blast finisher
 
  
Focus has significantly more defensive options & CC, though loses DPS:
+
Alternatively, use {{Skill|Glyph of Elementals}} instead. This is a small DPS loss but provides a huggable friend.
* {{Skill|Magnetic Wave}}, {{Skill|Swirling Winds}} - projectile hate
+
 
* {{Skill|Obsidian Flesh}} - invuln
+
===Defense===
 +
* {{Skill|Riptide}} - evade + heal + water field
 +
* {{Skill|Aqua Siphon}} - heal
 +
* {{Skill|Tidal Surge}} - heal
 +
* {{Skill|Water Globe}} - heal + water field
 +
* {{Skill|Earthen Vortex}} - evade
 +
* {{Skill|Sand Squall}} - {{Tooltip|Magnetic Aura}} + {{Tooltip|Protection}}
 +
* {{Skill|Dust Storm}} - area {{Tooltip|Blindness}}
 +
* Blast water fields to heal
  
'''Crowd Control'''
+
===Crowd Control===
* {{Skill|Updraft}}
+
* {{Skill|Tidal Surge}}
* {{Skill|Earthquake}}
+
* {{Skill|Cyclone}} - very good for grouping trash into your {{Skill|Lightning Orb}}.
 +
* {{Skill|Polaric Leap}}
 
* {{Skill|Gale Strike}}
 
* {{Skill|Gale Strike}}

Revision as of 18:12, 20 April 2024

The community gave this build a rating, making it second-tier: Good

Focused on: Strike damage

Designed for: Open World and Open World General

Expansions required: Path of Fire Builds

Difficulty:
Normal
This build was last updated on April 20, 2024 and is up to date for the March 19, 2024 patch.

Overview

A strike-based weaver build for open world. This build has very high burst damage and good mobility.


Template Code

[&DQYfHykZOBknDwAANRcAAL4BAAAcAQAAEhcAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code

Skill Bar

Sword/Warhorn
Staff
Utility

Weapon Variants

  • Offhand Dagger Offhand Dagger - use if you do not have Weaponmaster from Secrets of the Obscure
  • Hammer Hammer - much lower damage but mid-ranged.

Skill Variants

Heals

  • Glyph of Elemental Harmony - burst heal
  • Signet of Restoration - passive healing

Utilities

Signet of Air is taken for the low-cooldown stunbreak. If you are confident you won't need one, swap to another utility.

  • Arcane Shield - defense
  • Twist of Fate - stunbreak and evade
  • Glyph of Storms - high damage and AOE blind
  • Arcane Wave - more AOE
  • Cleansing Fire - condition cleanse
  • Lightning Flash - mobility
  • Stone Resonance - defensive barrier and stability
  • Conjure Lightning Hammer - Burst damage and cleave

Elites

  • Glyph of Elementals - Summon provides damage in fire, tanking in earth or sustain in water


Specializations


Equipment

  • Ascended gear and stat infusions are not required; you can use exotic gear with the same stats.

Standard Equipment

This gearset is useful in all of PVE.

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
sword
Berserker
Warhorn
Berserker
Sigil
Sigil
staff
Berserker
Sigil
Sigil
Rune
x6


Relic
  • Rune of Superior Rune of the Dragonhunter and Rune of Superior Rune of the Scholar are interchangeable.
  • Other relics include Relic of the Thief, Relic of the Adventurer, Relic of Cerus, and Relic of Durability.
  • For defense, equip the highest tier Jade Core you can afford. Use defensive food, traits, or skills if required. If necessary, use Knight Knight trinkets.


Consumables

Budget consumables are acceptable for use in open world.

DPS

  • Prioritize Steak Ascended food.
  • /
  • /

Defense

Farming

  • Prioritize Steak Ascended food.
  • /
  • (and variants)


Usage

Damage

Basics

This is an oversimplification. For a detailed guide on how to properly deal damage with Power Weaver, see The Raid Build

  • Rotate between Fire Attunement and Air Attunement, making sure to double-attune to each when possible.
  • Use blast finishers in Fire Fields to generate Might Might
  • Use Primordial Stance in Air Attunement to apply Vulnerability Vulnerability
  • Use long-cooldown skills, such as Wildfire and Lightning Orb, to proc Relic of Fireworks
  • This build centers itself around maintaining several buffs in order to skyrocket its damage. These are Superior Elements, Swift Revenge, Elements of Rage, Pyromancer's Training, Persisting Flames, and Relic of Fireworks. In order to accomplish this, you want to maximize uptime on Swiftness Swiftness, Weakness Weakness, and Burning Burning as well as typical offensive buffs (Vulnerability Vulnerability, Might Might, Fury Fury), using long-cooldown skills such as Wildfire and Lightning Orb to proc Relic of Fireworks, and juggling double-attunements when possible. This can be a lot to take it at once, so go slow learning this build. It's very simple once you get the rhythm for it, but can be overwhelming at first.

Opener

Start in Air Attunement / Air Attunement. Use Primordial Stance in Air Attunement. Fill any gaps with auto-attacks.

This opener is a somewhat simplified version of the standard Weave Self opener.

  1. Weave Self (Make sure you're in combat first)
  2. Glyph of Storms
  3. Lightning Orb - for Relic of Fireworks
  4. Optional: Cyclone to group enemies.
  5. Fire Attunement (F/A)
  6. Flame Uprising
  7. Pyro Vortex
  8. Fire Attunement (F/F)
  9. Wildfire - for Relic of Fireworks
  10. Cauterizing Strike
  11. Earth Attunement (E/F)
  12. Lava Skin
  13. Earthen Vortex
  14. Fire Attunement (F/E)
  15. Dust Storm
  16. Flame Uprising
  17. Air Attunement (A/F)
  18. Pyro Vortex
  19. Air Attunement (A/A)
  20. Quantum Strike
  21. Lightning Orb
  22. Water Attunement (W/A - This completes Weave Self)
  23. Shearing Edge
  24. Fire Attunement (F/W)
  25. Tidal Surge - for Relic of Fireworks
  26. Flame Uprising
  27. Fire Attunement (F/F)
  28. Cauterizing Strike
  29. Wildfire
  30. Air Attunement (A/F)

From here, use the loops below to determine a loose priority for skills.

If not using Relic of Fireworks and Weave Self, instead simply open on Dual-Air and follow the priorities below.

Priority Loops

After your opener, refer to the loose priority loops below. Use Pyro Vortex off cooldown, other than Gale Strike.

Fire Attunement:

  1. Wildfire - for Relic of Fireworks
  2. Flame Uprising
  3. Cauterizing Strike

Air Attunement:

  1. Lightning Orb - Relic of Fireworks / Vulnerability Vulnerability
  2. Quantum Strike
  3. Try not to interrupt auto-attack chains.

Double-attune to each element off cooldown, but never camp one attunement. Other strong skills you can use include:

  • Twin Strike
  • Lava Skin

Weave Self

There are two ways to use Weave Self. To learn the full loop, review the raid build listed above for detailed information on the rotation, though note you may need to remove some auto-attacks from it if you lack Alacrity Alacrity due to the altered recharge.

For a simplified method of using Weave Self, simply use the skill and then ensure you double-attune to both Fire Attunement Fire Attunement and Air Attunement Air Attunement as soon as possible. This doesn't grant you the full duration, but it does give you much higher damage for a period of time.

Alternatively, use Glyph of Elementals instead. This is a small DPS loss but provides a huggable friend.

Defense

  • Riptide - evade + heal + water field
  • Aqua Siphon - heal
  • Tidal Surge - heal
  • Water Globe - heal + water field
  • Earthen Vortex - evade
  • Sand Squall - Magnetic Aura Magnetic Aura + Protection Protection
  • Dust Storm - area Blindness Blindness
  • Blast water fields to heal

Crowd Control

  • Tidal Surge
  • Cyclone - very good for grouping trash into your Lightning Orb.
  • Polaric Leap
  • Gale Strike


Ratings

This build has a rating of 5 stars based on 1 votes.
Log in or register to rate this build.
5 stars
Starlitjupiter gave this build 5 stars • August 2023
Very high burst damage, this build is better than ever with Warhorn.

Comments

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