Weaver - Condi DPS
Overview
A condition DPS build for Weaver. This build has a complex rotation, but deals strong sustained damage through
Burning and
Bleeding, has good access to CC and various utility skills, and even generates ~10 stacks of
Might for your group (even more when using elementals).
Skill Bar
Weapon Variants
- Scepter deals less DPS than Pistol, but the rotation is much more forgiving.
- Offhand Dagger loses some potential utility from Warhorn and does less DPS, but you can play it if you prefer.
- Scepter/Focus is the best weapon set for players that don't own Secrets of the Obscure.
Skill Variants
- is similar DPS to if you are unable to start the fight with some elementals active. It could also be taken if you don't want to deal with the elemental AI, or if you want the damage reduction.
- Starting with no elementals, it takes ~3 minutes for to overtake in damage.
- will be better if you can start with three elementals.
- provides more group healing at the expense of personal healing.
- for more burst healing at the expense of sustained healing.
Template Code
Specializations
- None of the Master traits in weaver add any damage, so feel free to use whichever sounds most useful.
Equipment
Viper
Viper
Viper
Viper
Viper
Viper
Sinister
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
x6
x18
Relics Variants
- is the best option for players that don't own Visions of Eternity
- The only real option from core relics is , though this doesn't trigger on every encounter.
Consumables
Food
- , , or ascended alternatives
Utility
- or
Usage
If using , precast as many elementals as possible before the fight. Cast the skill in for fire elementals which apply tons of
Burning.
Rotations for all versions involve frequent attunement swapping to maximize the usage of high-damage, low cooldown skills particularly whilst is active. While it is ideal to follow the rotations in these examples, encounter mechanics may force you to adapt your rotation around them.
Pistol
Pistol skills have a unique mechanic where each skill besides the autoattack will stock a bullet of that element, or consume one for an enhanced effect. This makes the order you use skills in important, as you will want to make sure you're enhancing the skills that provide the best effects.
The skills that we want to enhance are:
- (consuming an earth bullet) - inflicts bleeding
- (consuming a fire bullet) - creates a burning AoE
- (consuming an earth bullet) - inflicts bleeding
- - inflicts bleeding
- - creates an extra attack that damages and inflicts bleeding
Dual skills will consume bullets from both elements, but only stock a bullet from the mainhand element.
While the core loop is simple, maximising damage depends on optimal use of - you want to start with an attunement to fire to get the 20% condition damage boost, then during the 20 second duration work in the other attunements without losing too much damage. Attuning to the final element (water) just as it will expire will grant Perfect Weave for a further 10 seconds and allow you extend the bonus to almost 30 seconds in total.
To keep the rotation more legible, autoattacks will not be included in general.
Pistol/Warhorn Rotation
Start in Earth/Fire with Fire and Earth bullets stocked.
Weave Self
- and during the cast
- and during the cast
- ⇒ if you have an earth bullet stocked
- ⇒ otherwise
- (if using)
- ⇒ if you have a fire bullet stocked
- ⇒ otherwise
- as soon as it's available
- (if using)
Loop
- - Unravel will expire after this
- - on the first loop after the opener this won't be available, so cast it after Shattering Stone instead
- ⇒ if you have a water bullet stocked
- ⇒ otherwise
- Repeat
Throughout this loop, you should be using the following skills off cooldown:
- (if using - only in Fire Attunement)
- (if using)
Pistol/Dagger Rotation
Start in Earth/Earth with Fire and Earth bullets stocked.
Weave Self
- and during the cast
- ⇒ if you have an earth bullet stocked
- ⇒ otherwise
- (if using)
- as soon as it's available
- (if using)
Loop
- - Unravel will expire after this
- ⇒ if you have a water bullet stocked
- ⇒ otherwise
- Repeat
Throughout this loop, you should be using the following skills off cooldown:
- (if using - only in Fire Attunement)
- (if using)
- while in Fire/Fire Attunement
Scepter/Warhorn Rotation
Weave Self
The majority of the section is very similar to the basic loop, but it starts in to get the buff from , and is not active at the start.
Precast and start in Air/Fire
- (if using) and during the cast
- until Phoenix is available
- ⇒
- (if using)
- until Phoenix is available
- ⇒
Basic Loop
- Stay in Fire Attunement until you've used and once each
- ⇒
- as soon as it's available
- Repeat
On the third run through the basic loop, after ⇒ instead do:
Throughout this loop, you should be using the following skills off cooldown:
- (if using - only in Fire Attunement)
- (if using)
- while in Fire/Fire Attunement
This boils down to rotating through ⇒ ⇒ and using skills off cooldown until is ready.
Video example (simplified rotation)
Scepter/Focus Rotation
is the flip skill of . The latter will regularly activate during your rotation but the timing can vary. Whenever is used in the rotation be aware you may need to first activate (Fire Shield is instance cast so just double tap it).
Weave Self
The majority of the section is very similar to the basic loop, but the basic loop takes slightly too long and so using it here would result in losing the buff just before attuning to Water. Hence some skills are skipped to make the first two loops faster. If in doubt, just attunement swap as soon as you can.
Precast and start in Air/Fire
-
Fast Loop 1 - during the cast of Flamewall
- as soon as it's available
- as soon as it's available
-
Fast Loop 2 - as soon as it's available
- until Phoenix is available
- ⇒
-
Normal Loop - as soon as it's available
- until Phoenix is available
- ⇒
-
Exit
Basic Loop
- and until Fire Attunement is available
- until Dragon's Tooth is available
- ⇒
- Return to start of loop
This boils down to rotating through ⇒ ⇒ and using other skills off cooldown (see general tips below). You can delay the swap into Fire/Earth slightly if is about to come off cooldown.
The second time you reach you have to do the lead-in slightly differently. At step 7 in the basic loop, go to instead, then:
- - if this isn't available here, just skip and use it whenever it is available
- - this is just to fill time so that you can immediately swap away from Air Attunement after casting
- Repeat Weave Self opener - if is not available, just skip it
As you won't have pre-cast this time, you'll need to use ⇒ instead at step 11 of the Weave Self opener
Dagger/Focus Rotation
Opener
The opener for Condi Weaver relies on maximising the effectiveness of . Swapping to provides 20% condi damage (Woven Fire) for the duration of . Attuning to all four elements clears these effects and gives Perfect Weave for a further 10 seconds - providing all the buffs. Therefore, it is valuable to only attune to the final element at the last possible moment in order to gain nearly 30 seconds of the Woven Fire. If you have doubts about your speed or Alacrity/Quickness, then you can attune to instead of at step 30 and then skip ahead to step 37 once is available (not all skills will be available so it is important to cover as much of your time in as possible with the cast time of ).
Begin in Air/Earth
- into Fire/Air
- into Fire/Fire during Drake's Breath
- into Earth/Fire
- into Earth/Earth
- until Ring of Earth is available
- into Fire/Earth
- into Fire/Fire during Drake's Breath
- into Earth/Fire
- until Ring of Earth is available
- into Air/Earth
- into Fire/Air
- into Water/Fire during Drake's Breath to trigger Perfect Weave
- into Earth/Water
- until you can swap into Earth/Earth
Loop
Compared to the section, the central loop is very simple. You bounce between Earth and Fire, bookending earth sections with and fire sections with .
- into Earth/Earth
- until Ring of Earth is available
- into Fire/Earth
- into Fire/Fire
- into Earth/Fire during Drake's Breath
- until Transmute Fire is available
- Return to start of loop
Weave Self
Performed perfectly with perfect boons, will come off cooldown again in Earth/Earth and can immediately be used again. Below is an example loop based on these assumptions. In practice, you may need to improvise somewhat but bear the following in mind:
- You should either be in mainhand , or immediately switch to so that you gain Woven Fire.
- As the buffs last for approximately 30s, you may not wish to use it if the boss will phase before they expire.
- If this is the case, you can start the next phase with the Opener.
- If you have doubts about your speed or boons, you can delay using until just before step 7.
- Loop through Air early on so that, if you see the the buff begin to flash, you can quickly attune to water to get Perfect Weave.
From Earth/Earth
- into Fire/Earth
- into Fire/Fire during Drake's Breath
- into Air/Fire
- into Earth/Air
- into Earth/Earth
- until Earthen Rush is available
- into Fire/Earth
- into Fire/Fire during Drake's Breath
- into Earth/Fire
- until Ring of Earth is available
- into Fire/Earth
- into Fire/Fire during Drake's Breath
- until Flamewall is available
- into Water/Fire during Drake's Breath to trigger Perfect Weave
- into Fire/Water during Cone of Cold
- into Fire/Fire
- until Drake's Breath is available
- into Earth/Fire during Drake's Breath
- until you can swap into Earth/Earth
- Return to the Loop
Hammer Rotation
Weave Self
Start in Air/Earth
- as soon as it's available
- Autoattack and again as soon as it's available
- Autoattack and as soon as it's available
Basic Loop
Hammer does not have a perfect loop, but the core structure remains the same. You attune to Dual Fire, then Earth, then back to Dual Fire.
During this, you use the following skills off cooldown:
- - use twice per loop, and delay swapping to until the second use
- All utility skills - use in Fire, and just before swapping to Earth Attunement
- Use just before the circular projectiles will expire, and immediately regain them with
When is nearly ready, swap to after and repeat the Weave Self section.
Breakbars
This build has access to CC options that are easier to use than Staff Weaver, however it still faces the problem of having to wait for two attunement swap cooldowns before gaining access to most of its CC skills.
- inflicts 200 breakbar damage.
- inflicts 400 breakbar damage and is your strongest CC skill.
For the Dagger build:
- inflicts 150 breakbar damage but requires the awkward attunement combination of Air and Water. This should be saved for a last-resort option.
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